Stuff that isn't broken...but could probably be fixed

Title says it all, these are suggestions surrounding various features that aren't broken...but could probably be 'fixed' to a better state.


First Suggestion: SRV Rebuilds

What: SRV bays have rebuilds (4 to 8 per bay)

Why: We can rebuild fighters, which are substantially more complex, but not dune buggies with a cannon strapped to the top. We know WHY fighters rebuild: multi-crew and their generally assured destruction given they are a combat item. If fighters were limited as SRVs are, they would be rarely if ever used because of restocking constantly as well as essentially rendering multi-crew to just a gunner and helm.

Consider: If (or when!) multi-crew allows SRV use, rebuilds will be necessary for multi-crew assaults on bases - which inevitably lead to SRV loss. Stacking of missions to save time to and from the station won't be possible and, thus, highly annoying. Outside of multi-crew, SRV rebuilds - even if limited to 4 - will allow smaller craft to explore farther and more effectively (particularly for collecting jumponium materials).


Second Suggestion: The Federal Corvette's Jump Range

What: Reduce the base mass of the Federal Corvette such that A-Rated FSD Grade 5 can attain 35ly.

Why: For a ship with less armor, less cargo, and less hardpoints...it is rather interesting the "most common sight of the Federation Navy" can barely exceed 20ly after significant engineering. Reduce the mass of the Corvette to something much reasonable and allow the ship to attain at minimum 35ly when engineered.

Consider: Most (not all) ships can travel the black with the assistance of engineering and jumponium. Some have greater difficulty, like the very heavy Federal series or the Type-9. Others do so with ease, like the DBX and Saud-Kruger line. It is my own opinion that ALL ships should be able to reach 50ly jump range with engineering and jumponium (note: not neutron stars, as many of the smaller ships cannot pack an AFMU effectively). The Corvette represents a crowning achievement that is hamstrung by terrible jumprange, making it a pain to utilize even in local operations - let alone CGs or longer distance ventures.

Main point: Forcing players to pay costly ship transport fees in exchange for their time to enjoy such major achievements (after already sinking a lot of time to get them) is bad game design.


Third Suggestion: SRV Shields Protect From Collisions

What: SRV shields deplete from collisions and falls, resulting in hull damage AFTER they are depleted.

Why: SRVs are able to reach semi-rapid speeds, particularly on high gravity worlds (which are, relatively speaking, rare) but utilize shielding systems and distributors similar to ships. These SHOULD protect the SRV from collision damage and falls, just as a ship's shields do, but they do not. Collision damage should be fed exclusively to shields, depleting them, and then exposing the SRV to damage at full scale as normal.

Consider: It is a sad state of affairs when the top damage dealer to SRVs is the ground they drive on...not skimmers or turrets. Terrain damage makes sense, but at the extreme rate is occurs it does not. Penalize unsafe driving through shield depletion first (increasing hull damage potentially taken, or even allowing total destruction in a single significant hit).


Fourth Suggestion: Change Surface Scanner to have Various Sizes

What: Surface Scanner now comes in Class 1 through 4 sizes. As size increases, scan distance, speed, and weight also increase.

Why: With the Discovery and Surface scanners not being combined, it is often lamented that larger slots often feel 'wasted' with them occupied by these small, but necessary, modules for explorers. If the extra slot can't be given, allow the module to at least 'fill' that slot with a bonuses that benefit the explorer in larger, more capable vessels.

Consider: It turns like a brick stuck in concrete, but an Anaconda would have greater scan range and speed - offsetting that poor maneuverability - but even in smaller vessels like the AspX or other ships, a large scanner would be a worthwhile investment at a relatively minor jump-range loss due to increased weight.


Fifth Suggestion: Change Discovery Scanner to have Various Sizes

What: Discovery Scanner now comes in Class 1 through 4 sizes. As size increases, scan speed, accuracy, and weight also increase. Variations of scan distance remain within each class.

Why: Much of the same reasoning of the fourth suggestion, though the Discovery Scanner affects all career paths - not just explorers. Scan speed refers to the speed at which your level 1 and 2 scans take place of stellar objects (independent of surface scanner if it isn't installed). It also affects the speed at which beacons are scanned, such as tourist or the nav beacons. Accuracy affects the radius of POIs on landable planets. As the scanner is rated higher and larger, the POI circles decrease in size - giving a better impression of where the POI is located or, at the very least, allowing the ship to land closer to the object and giving the SRV a better chance to pick up on the POI with higher fidelity on its own scanner.

Consider: The Discovery Scanner is currently just a portable nav beacon - giving it additional functionality, particularly for those careers that rely on scanning beacons (passengers and the like) or surface missions, justifies its use. Increased size allows the module to 'grow' with the ship, much like weapons and other modules already do, increasing the sense of progression.


SO...there are some suggestions from my humble opinion of the game. It's great fun and I look forward to 2018's additions!
 
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