Stuff I'd like to see, now without the enourmous fluff like in my own thread;
Pick some^^
Interface:-Allow orders in the middle of the list (In the fleet window) to be deleted when selected,
that way you don't have to delete everything below and put it back in thereafter.
-Order possible actions for Freighters not after 'load' and 'unload', but whats actually there,
having 'load Infrastructure' and unload Infrastructure directly next to each other.
-Allow a doubleclick to pick up a specific team or ground unit, it would be so nice if it was consistent in this
Game:-How about an automatic Space/Time bubble for NPRs fighting?
Whenever they need 5second increments, calculate 10, then advance the rest of the universe by a minute, repeat.
That way only one system needs 5 seconds and a player not involved in it will notice less.
-I would love to be able to have a more advanced race creation, with more breathable gases, and resistances for dangerous ones.
Why can't I make a race that breathes Water or Carbon Monoxide, or needs radiation to live?
Would give bombarding their planet an entirely new meaning^^
-An option to not automatically retire officers with a skill above 25%. I've lost some pretty good officers because at that time, I didn't have an assignment for them.
-Techs to filter radiation etc. Can't imagine no one would ever invent that. Or genetics and cybernectics for more efficient workers/crews.
Equipment:Ship Capacitors:Provide double the energy of a same size same tech generator, but only for 30 seconds.
Need to be charged like weapons outside of combat.
This would give players the choice to pack capacitors for short engagements, minimizing the chance of reactor explosion,
at the cost of no longterm staying power. Could also be installed in Fighters to give them a very small
powersource for a dozen shots that needs to be recharged at a carrier afterwards.
More miniaturization!
How about
Battery Lasers, that are even smaller, and have yet higher reload, but can fire a limited number of shots relatively fast?
Like:
Battery Laser:
33% Size
2x Reload for 2 Shots, 50x Reload Noncombat
Or the other direction:
Pulse Laser, taking up more energy (per multiplier, so capacitors aren't too weak) for fire rate.
That would allow you to sacrifice range and space for drastically higher dps.
Defenses:-Small Craft shields!
I'd really love a 25t shield to apply on beamfighters or gunboats, maybe less fuel efficient and weaker.
Shield Types, I'd love choices there;
Examples:
-Reflective Shields, sacrificing shield strength at 1/point per 20% reflection chance
-The possibility to shift shield strenght to recharge or the other way around when designing a shield.
Would give a HUGE bunch of tactical choices.
-Heavy Shield generators, spanning a bubbleshield that will protect the fleet.
-AntiEnergy shields, taking 20% less damage from beam weapons, but will let missiles pass.
-
Armor Alloy coating, reducing armor strengh for specific effects. (effectively takes away a layer, same weight)
Examples:
Reactive: Fires an electric charge to prematurely detonate missiles, reduces missile damage on armor (dmg*0.9-1)
Requires 1 layer/5 armor layers
Hardened: Expensive, increases armor value/HS by 10%, incomming damage (dmg*1.1-1); This will decrease the effect of small calibers
requires 1 layer total, more efficient the more armor you apply.
Energetic: Increases Shield Strenght by 1 point for every outer armor plate, maximum +50% shield strenght.
Requires 1 layer total. Better on huge ships.
Living Armor: Will consume Fuel or Energy to shift armor over to damaged areas slowly and repair the lowest layer.
Combat Maneuvers, like:
Afterburner, +50% speed, firecontrols and sensors go offline. 5x fuel use, lasts only a few increments.
Overcharge, +50% damage, -50% reload for 2 shots, weapon recieves electronic damage and 1 shot cooldown (2x reload)
Also, +1to waresky.
Awesome game;
Regards