Author Topic: Suggestions Thread for v2.4.0  (Read 297776 times)

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Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #1065 on: July 05, 2025, 07:11:16 AM »
Suggestion:

On the Logistics Report tab of the Naval Organization window, add two new reports:

Report: Armour Status.
Lists all ships with damaged armor.
Includes columns for:
   number of damaged armor blocks
   armor percent remaining

Report: Components Damaged.
Lists all ships with damaged components.
Includes columns for:
   number of damaged components
   total cost of damaged components
   max cost of damaged components
   MSP remaining on ship (raw number)
   MSP remaining on ship (pct of ship's capacity)
 

Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #1066 on: July 05, 2025, 02:40:30 PM »
Two suggestions for the Class Design window.
1. For each component type, could we have the possibility to order the components in different ways, e.g., from older to younger ones, or according to their capability?
The alphabetic order we have now can be confusing sometimes. E.g., for MFCs: I developed FC103-R20, FC103-R5, etc., up to FC164-R20 that are now listed before than FC17-R1, but they have much longer ranges than the last one, so I would like this last one be the first in the list.
Other examples are for missile launchers or for shields.
2. I don't remember which is the most capable between Advanced Damage Control vs. Improved Damage Control, and go to check them in the Research tab. Would it be possible to add the capability of the components in their description box (as already done for geo and grav sensors)?
Other modules could be terraforming one and orbital mining: the capability appears in the class description, when the module is added to the class.
« Last Edit: July 05, 2025, 02:44:09 PM by paolot »
 

Offline lumporr

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Re: Suggestions Thread for v2.4.0
« Reply #1067 on: July 06, 2025, 10:23:00 AM »
In combat fleets with many ships, not all of those with damaged engines are automatically detached. It can be tedious to then manually detach all the ships that are slowing the entire formation to a crawl, in a list of hundreds. Would it be possible to add a "Detach Damaged" button? Or is there some mechanic already implemented that I'm missing?
 
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Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #1068 on: July 06, 2025, 02:19:16 PM »
Can we have a very, very high level technology (let's say, 5 million RPs) that can turns one material into another?
E.g., 200 Duranium or Boronide into 1 Uridium or 2 Corundium or 1 Gallicite, etc...
It doesn't resolve the scarcity of rare materials, but can help to build some installation or finish some ordnance or ship.
 

Offline DNAturation

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Re: Suggestions Thread for v2.4.0
« Reply #1069 on: July 06, 2025, 02:20:55 PM »
Good ol' kinetic artillery for ships. They launch an explosive payload with no/minimal guidance (Excalibur?) after firing to impact and detonate on a target. Can be turreted.

To differentiate from lasers, they can use ammo placed in a magazine like missiles. Can have bore size researches, barrel length researches (both could affect tonnage), and also reliant on missile warhead research for damage. They can also show up as interceptable like missiles do, but they move their full length for their first tick on spawn unlike missiles that spawn on top of your ships for the first tick.

They also don't use energy and are reliant on a reloading tech for fire rate.
« Last Edit: July 06, 2025, 02:24:23 PM by DNAturation »
 

Offline EclipsedStar

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Re: Suggestions Thread for v2.4.0
« Reply #1070 on: July 06, 2025, 10:30:36 PM »
Good ol' kinetic artillery for ships. They launch an explosive payload with no/minimal guidance (Excalibur?) after firing to impact and detonate on a target.
If the fleet being targeted moves even just a little bit side-to-side, wouldn't the kinetic artillery nearly always miss if they don't have guidance but still have to travel to their target? Would that necessitate them hitting 'something' in a small radius around them ala a proximity fuse?
 

Offline Tavik Toth

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Re: Suggestions Thread for v2.4.0
« Reply #1071 on: July 07, 2025, 12:24:43 AM »
Sounds like something that would make the most sense as something closer ranged, like plasma carronades and the like. For me, I'd certainly be interested in a kinetic weapon like that.
 

Offline DNAturation

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Re: Suggestions Thread for v2.4.0
« Reply #1072 on: July 07, 2025, 04:34:45 PM »
Good ol' kinetic artillery for ships. They launch an explosive payload with no/minimal guidance (Excalibur?) after firing to impact and detonate on a target.
If the fleet being targeted moves even just a little bit side-to-side, wouldn't the kinetic artillery nearly always miss if they don't have guidance but still have to travel to their target? Would that necessitate them hitting 'something' in a small radius around them ala a proximity fuse?

Not if you shoot the shells fast enough. The game has entire ships moving at 10% the speed of light, accelerating a much less massive projectile should be able to reach fast enough speeds to lead and hit targets within 5 s tick range before they can react. Fleets outside that distance would have much reduced accuracy, the shells could still 'lead' the target and if the ships continue on their course without reacting it'll impact them. Plus there's always the option of some minimal guidance system to account for that movement.
 

Offline TimeToCollision

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Re: Suggestions Thread for v2.4.0
« Reply #1073 on: Yesterday at 07:18:49 AM »
Suggestion for AI:

- It creates defensive stations above their other colonies (either tugs it or just spawns it)
- It creates defensive stations next to JP
 
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