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Don't get me wrong, I personally love this game and play all the time, but there are a few aspects that could be improved...
Please, PLEASE just lower the cost of the missile components. At 600 resource cost a pop per launcher, it's pretty impractical to even use missiles in the campaign. This gives the AI a HUGE advantage against newer players who have no idea how to make an efficient LAMS system. It even makes little tiny drones, which were already underused and underpowered, even worse.
I made the simplest drone I could think of, with only 16 small missiles, 200 ammo storage, 6000 battery power (enough to make a 220ish power electric engine) and a basic, and I mean basic, AI. The whole thing had a volume of around 60 and a cost of... wait for it... 6,700! that's an average of over 110 resources PER BLOCK. That is simply ridiculous. It's got no armor whatsoever and I made it as small as possible to still get the 16 small missiles. It can't even support itself for more than 30 seconds, let alone be worth the resource cost to have it be shot down in an instant.
2) Weapon Aiming Improvements
I'm sure this was one of the hardest things to program in the first place (not including the spinblock madness update) and it's pretty good, but it can still be improved. Currently one of the biggest flaws is how cannons lower their barrels down to the default idle angle, even when the turret itself is simply trying to aim at a new target. All I am proposing is that cannons of all types while on a spinblock will attempt to aim at their target, even when the turret knows it can't really aim there.
This could be done as like how a spinblock tries to aim at a target. If the target is too far above/below a spinblock (or in a cannon's case, too far to one side) it will aim as close as it can to that angle. IE if an enemy is 89 degrees upwards and 170 degrees horizontally, the turret will spin that 170 degrees, even though it can't possibly get to the 89 degrees upwards. In a cannon's case, let's say the angles are like so: 60 degrees upwards and 80 degrees horizontally. The cannon will look at this and basically say: I can't reach it horizontally, but I CAN aim about how high it is! So it will try to get as close to the correct firing angle as possible.
3) AI Aimpoints
I already talked about this in a different post so I'll give a quick TLDR:
New aimpoints like shooting at turrets and weapons as well as ammo and AI would be very useful, along with being able to select any combination of those settings.
4) More Themed factions.
Simple enough, just look around on Reddit or the forums and I'm sure you'll find something on this, so I won't go into detail.
5) More Simple Weapons!
A while back, somebody had the idea to make a simple weapons Rocket Pod, Here, and I'm not gonna take credit for it, but more simple weapons such as this would be great for newer players.
6) Redo the Simple Laser Sound
Hopefully pretty self-explanatory, basically while they do sound cool, having more than one on a ship just causes hearing loss and deafening bass and the sound of death itself if they get staggered. Just make it so they aren't quite so loud or if you have a bunch maybe cap the limit of how many times it can overlap to like 1 or 2 times.
7) The Sound Reduction Slider
The sound reduction slider is nice for using the game in the background, or just trying to run big ships with very noisy engines, but it also gets rid of the music in the game as well as a little too much of the droning sounds. I would personally like to be able to know after a minute or two if my engines are still working or even be able to listen to the music in this game!
Hopefully simple solution: Add a slider that basically says: This is the quietest any sound can get (In percentage) and you can do game sounds and music separately. EX: I would set it to 50%, so no sound can get less than 50% of the normal volume of that thing, whatever it is. I could also set the music to be 75% so I could listen to some of the in-game music while I'm building a ship.
8) Anti Missile controllers controlling turrets on turrets!
For some reason, Anti missile controllers can only control either the turret they are on or the base turret connected directly to the vehicle, unlike LWC's which control all turrets connected to the base turret. I just want the AMC to control turrets the same way as the LWC.
9) Mortars that are actually useful!
Adv. Cannons have the option to aim high like a mortar for their aimpoint, but their shots always miss, since the distance the shot needs to travel is way too high. Just adding a mortar shell base that let's say triples the distance a shell can travel but reduces the effect of gunpowder and rail charge by 33%-50% would be great.
10) A buff to Fuel refineries
This is pretty self-explanatory, but with the addition of steam engines, fuel engines have become almost obsolete on really big ships. I think by buffing Fuel refineries to refine slightly quicker at high efficiencies it would help make fuel engines more useful. I personally prefer to use fuel engines on most of my craft, but I'm finding for larger craft a steam engine is just so much better. This isn't a necessary addition, but it would certainly be a "quality of life" improvement.
11) Negative altitude on the main map
This was suggested by General stone (link to post here), and I decided to put it on here. Basically a ship can start at a negative altitude (maybe between -100 and 0 so you cant easily glitch into the sea floor) so subs can start submerged.
12) Empty Fuel tanks!
This was suggested by Jean Francois Franceschi in the comments, so I'll be brief: Partially and completely empty fuel blocks for building using less resources.
13) Variable efficiency steam turbines!
Right now, all the steam turbines have the same efficiency: 1 to 1 steam volume to electricity, no matter if you are using the 1m compact turbine or the 3m x 3m large turbine parts. Just simply make it so larger volume is slightly more efficient, and smaller volume is less efficient
(ex: the compact 1m turbine has a volume of 0.8m^3, so it can be let's say 20% worse than the base of 1m (1 to 1 ratio) a 5m long 3x3 turbine has a volume of 35.5m^3, so let's say it's 8.875 (35.3/4) times better, but takes longer to build up to pressure (these values can definitely be changed, this is just an example) )
14) More CIWS options!
I would personally love to see Frag, EMP, and kinetic shells for CIWS work, as well as the main part, all types of weapons can damage and destroy missiles. I want to see a PAC anti-missile turret, as that would be amazing to look at. Just imagine a swarm of missiles taken out with surgical precision by a PAC, or even just turreted lasers that could work vs missiles. Doesn't need to be practical, just sounds fun to mess with!
15) Change the "Too damaged" and "AI Dead" tags to a different color.
The name says it all, just change the color of the "Too Damaged" and "AI Dead" tags on damaged ships to something more visible, because it's really hard to see currently. There could even be a color customizer for each one too!
TLDR: Nice things to change/add/replace
Missile cost (Reduce pls)
Cannons can try to aim at things they can't hit (like how spinblocks aim)
More AI aimpoints
More simple weapons for newbies
Redo the simple laser deafening sounds
Sound reduction limit
Anti Missile controllers can control turrets easier
Mortar shell base for Adv. Cannon
PID Max values
Slight buff to refineries
Submarines can start a battle underwater
Empty Fuel blocks
Bigger Steam turbines are better but slower
All weapons can be used as CIWS
Change colors of dead ship tags
Any suggestions? Leave 'em in the comments so the mods can see them!