Author Topic: Suggestions Thread for v2.4.0  (Read 293873 times)

0 Members and 2 Guests are viewing this topic.

Offline skoormit

  • Vice Admiral
  • **********
  • Posts: 1030
  • Thanked: 442 times
Re: Suggestions Thread for v2.4.0
« Reply #1065 on: Yesterday at 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

  • Lt. Commander
  • ********
  • p
  • Posts: 264
  • Thanked: 59 times
Re: Suggestions Thread for v2.4.0
« Reply #1066 on: Yesterday at 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: Yesterday at 02:44:09 PM by paolot »
 

Offline lumporr

  • Warrant Officer, Class 1
  • *****
  • l
  • Posts: 96
  • Thanked: 51 times
  • 2023 Supporter 2023 Supporter : Supporter of the forum in 2023
Re: Suggestions Thread for v2.4.0
« Reply #1067 on: Today at 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?
 
The following users thanked this post: papent

Offline paolot

  • Lt. Commander
  • ********
  • p
  • Posts: 264
  • Thanked: 59 times
Re: Suggestions Thread for v2.4.0
« Reply #1068 on: Today at 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

  • Leading Rate
  • *
  • D
  • Posts: 9
Re: Suggestions Thread for v2.4.0
« Reply #1069 on: Today at 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: Today at 02:24:23 PM by DNAturation »