2.2 Why introduce restricted or niche features that will have low overall use?

I'd also like to see fighter hangars for more ships like iClipper, T7 and perhaps even ASP.

What would also make sense is the ability to have small shuttles instead of fighters.
Shuttles should be able to carry a small amount of cargo.
It would allow the bigger ships to still unload/load at outposts and opens up avenues for new gameplay.
 
ive been doing planetary stuff in agnairt sector in deep space, and the only new niche improvement was the one geyser i found after 20 hours of looking ...... and finding materials is now a bit easier with larger drops from the natural formations. Apart from that its still as dull as it was with 2.1
 
I'd also like to see fighter hangars for more ships like iClipper, T7 and perhaps even ASP.

What would also make sense is the ability to have small shuttles instead of fighters.
Shuttles should be able to carry a small amount of cargo.
It would allow the bigger ships to still unload/load at outposts and opens up avenues for new gameplay.

The "cargo shuttle" is an excellent idea. I'd like to see FD do that. It's a logical expansion of the shiip-launched small craft concept.
 
Problem is everything feels restricted or niche mostly cause all the features that come out with updates are so far apart and are not tied together yet or finished. Which makes the future seasons seem hard to implement since they will be updating more versions of the same game.
 
FD have a decade odd long plan for the game spanning multiple seasons.

Do you want a space simulator, or do you want it to effectively be "Garry's Mod in Space"?

"Sure I need to take out that FDL, let me just activate my 6 SLFs, co-pilot, portable death star, planetary mounted missile platform, malware uploader, plaguespreading nanobots, and the super-duper-extra-explosivo multicannon from 3.2 that everyone forgot about when they realised the death star makes most other guns irrelevant".
 
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