Pilot Archive
Thread: Overall summary of my thoughts of space.
Repairing
Make repairs done by repair kits decay free and remove the decay free repair from deep space. By doing this there will be an element of increased risk when flying into combat. However, by coming equipped with repairs kits said risk is minimized. This is more inline with the ground game where "insurance" is bought to ensure minimal decay on components. Many pob owners have not realized this yet but when components are repaired using kits in space, DECAY occurs.
Droid commands
Decrease droid command reset multipliers and put a duration of effect on all droid commands. This will effect a more tactical use of droid commands instead of the turn it on and forget about it method currently being used. Some commands are made virtually useless due the to fact that the reset times are exessively long. Since some droid commands do damage to components, a limit is automatically introduced that limits the number of times a command can be used. Since kits would incur no decay upon repairs, multiple use of damaging commands would not be detrimental to component use.
Jumping to Lightspeed
Change the jump to lightspeed method to a waypoint instead of a timer. A ship would calculate jump instantly and would be given a waypoint in space to fly to. This waypoint would be randomly generated and be 1000 to 2000 meters away from calculation point. When a ship reaches with in 20 meters of the waypoint the ship jumps to lightspeed. This would allow the flexablity to assign jump points in missions and would give a more "hands" on approach when jumping to lightspeed.
Turret gimbal.
Turrets should be given the ability to rotate freely in relation to ship orientation. This would make it easier for gunners to hit targets even when a ship is evading. A turret gimbal component could be added. The better the component, the better it "floats" free of ship orientation.
2. I disagree, some droid commands need tweaking but if you don't like how slow a command is you can always drop mass and equip a faster DI.
3. I disagree here as well, the system we have now is close to the way it works in the Star Wars movies... there are ways to use the Hyperspace system to yoour advantage as it is now... I would rather not see that go away.
4. I agree but I don't know how possible that would be... I just am not a programer.
Ace content:
A compelling reason needs to be added for people to continue to fly post-Ace, especially for non sim fanatics. See any of the millions of ideas on these boards.
Oh, I like most of your list. Nothing that would make or break the game for me though. Faster droid commands would be nice - there's no real need for the timers on overloads, and rebel shield programs would become much more useful if they were faster.
Comments in Yellow.
Slysix wrote:
Repairing
Make repairs done by repair kits decay free and remove the decay free repair from deep space. By doing this there will be an element of increased risk when flying into combat. However, by coming equipped with repairs kits said risk is minimized. This is more inline with the ground game where "insurance" is bought to ensure minimal decay on components. Many pob owners have not realized this yet but when components are repaired using kits in space, DECAY occurs.
One of my favorite perks as an Ace is the decay free DS. I would be very sad to see this removed. Why does decay in space have to be in line with decay on the ground? Why do we need decay in the first place? Are Shipwright's hurting for money? If you're proposing to make decay-less repairs 'regulated' by repair kits instead of having to go to DS, I'm not sure how that would be an improvement. Should there be risk involved, of course, but I would opt for a different implementation. That is a very re-active way of doing things. If you were really going to push this idea forward, I would rather you adopt the ground-side "insurance" system to guarantee non-permenant decay upon death or landing. Could be in addition to decay-less repair kits as well. Either way you're paying money in return for no decay, why make it item dependent when it can be system depedent?
Hope that made sense.
Droid commands
Decrease droid command reset multipliers and put a duration of effect on all droid commands. This will effect a more tactical use of droid commands instead of the turn it on and forget about it method currently being used. Some commands are made virtually useless due the to fact that the reset times are exessively long. Since some droid commands do damage to components, a limit is automatically introduced that limits the number of times a command can be used. Since kits would incur no decay upon repairs, multiple use of damaging commands would not be detrimental to component use.
What about Droid Interfaces then? If you change the commands to a fixed duration DIs would be responsible for doing what? I understand what you're saying but taking away the multipliers would completely go contrary to JtL's system of ship components. But even if DIs are scrapped, unless they do a complete overhaul to the droid commands, I don't really think it would change which programs are getting used. The most effective ones will be used regardless of reuse time. Meaning...Overloads & CO + CTSS. I would argue that DI quality + a program multiplier has a greater tactical effect than a fixed duration system would have. Its just that so many people use the programs and rely on them that it doesn't seem like the system is working. I would much rather go ahead and tinker with some droid programs, possible overhaul of the system. Lots of room for creativity and improvement there.
Jumping to Lightspeed
Change the jump to lightspeed method to a waypoint instead of a timer. A ship would calculate jump instantly and would be given a waypoint in space to fly to. This waypoint would be randomly generated and be 1000 to 2000 meters away from calculation point. When a ship reaches with in 20 meters of the waypoint the ship jumps to lightspeed. This would allow the flexablity to assign jump points in missions and would give a more "hands" on approach when jumping to lightspeed.
This is what I was expecting coming from the classic SW Space Sim games. I agree it wouldn't hurt to have this in the game. It sort of ticks me off when I'm about to jump and I see I'm oriented right in front of a planet or asteroid or something. Though I am willing to concede this to streamlining gameplay. Along a similar train-of-thought, for escort missions. I'd much rather have a waypoint to their final destination so you can gauge how along the mission you are. Actually being able to calculate coordinates via a small mini-game would be neat though. Say you don't want use a pre-made hyperpoint and want to come out somewhere else, whats stopping you for plotting your own course? Just make sure you don't plot your course right through a gravity well...
Turret gimbal.
Turrets should be given the ability to rotate freely in relation to ship orientation. This would make it easier for gunners to hit targets even when a ship is evading. A turret gimbal component could be added. The better the component, the better it "floats" free of ship orientation.
100% with you. This would make gunning for others much MUCH easier. I'm not sure it should be a separate component though, it should just be inherent in the turretting UI. This probably hasn't been added already because its not a high-priority fix. (Not that JtL has gotten that much attention anyway)