Author Topic: Semi-Official 7.x Suggestion Thread  (Read 39113 times)

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Offline QuakeIV

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Re: Semi-Official 7.x Suggestion Thread
« Reply #765 on: December 04, 2017, 01:38:42 AM »
I do really like the idea of daring rescue missions.
 

Offline JacenHan

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Re: Semi-Official 7.x Suggestion Thread
« Reply #766 on: December 24, 2017, 07:56:07 PM »
Minor suggestion here. How about adding scientist age to the list in the research tab? I think that having it there in plain sight would give the player a bit more incentive to give projects to younger, but less experienced scientists, rather than investing solely in someone who will probably die within the next five years.
 
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Offline Scandinavian

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Re: Semi-Official 7.x Suggestion Thread
« Reply #767 on: January 05, 2018, 03:27:17 PM »
Using military units to reduce unrest should damage their maximum morale. In the real world, prolonged use of combat troops for security operations and counterinsurgency warfare has a pronounced detrimental effect on their combat readiness.

Likewise, combat should give a non-trivial temporary (but relatively long-lasting) bonus to maximum morale, representing the fact that peacetime training really is no substitute for actual battlefield experience.
 
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Online ropedog

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Re: Semi-Official 7.x Suggestion Thread
« Reply #768 on: January 10, 2018, 02:01:25 PM »
How about adding the "geological team survey complete" info to the System View and/or Geology Survey Report pages.
Also, in the Teams tab, it seems that you should be able to see the teams that you have created and their location.
 

Offline King-Salomon

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Re: Semi-Official 7.x Suggestion Thread
« Reply #769 on: January 10, 2018, 02:31:07 PM »
How about adding the "geological team survey complete" info to the System View and/or Geology Survey Report pages.
Also, in the Teams tab, it seems that you should be able to see the teams that you have created and their location.

I would like to see the whole "Team-system" overworked (maybe after C# is finishes in a later version) - the main point is that you can create them at will with no time and at every place/body you want and be able to delete them at will...  even if you don't want to do this, there is no way to handle them easily...
with the new system that allows more than 1 "officer" at a ship like CO, Exec, Tac, etcpp it could be possible to create "ships" (like special shuttles, or even a "Inquisition cruiser") with a special module for each sort of team - you still need the team-members but the "ship" would be the team in most aspects

the "special module" would need 5 Officers/commanders etc with the needed skill to function - could also be part of the "auto assessment (maybe with the option to not allow administrators, researchers etc), if one of the team members is a navy officer he/she is the commander of the ship but not of the team - these ships would be able to get orders to use the "team ability's" like "survey ground", "research ruins" etc - maybe even with a auto-function like survey ships atm

basically it would be the same as teams atm but with the need to use ships to transport the teams, for RP it would be better to create special ships for them and that teams are not just created/deleted at will at every body you choose...

I guess the new system with more than 1 officer on a ship would be great for this, to give teams more fluff and RP - the "team-site" could still be used to list the "team-ships" and check/uncheck if a ship should have team-members, which kind of team members, where the ship is atm, etc

I am a fan of using the same game mechanics at the most parts in a game were they make sense - and using the (new) ship mechanics for teams looks like a win-win for me :)

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also I would like to see some "color coding" at the summary page of a body like "No" in red if the body was not team-surveyed, green "yes" if it was... green colour coded ruins and research bonus if any, etc ... just some "one view, all seen" QOL improvements - but that is an other can of worms i am afraid...
 

Online ropedog

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Re: Semi-Official 7.x Suggestion Thread
« Reply #770 on: Yesterday at 11:14:33 AM »
Regarding failures, two similar ships with commercial components, except one has a grav sensor classifying it as military:
I'm fine with the military components failing, but when the engines continue to fail on the military ship and the commercial ship can go forever with the same equipment is frustrating.   Just having the grav sensor shouldn't make the commercial-rated engines or jump drives fail.
 

 

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