Post by chesspupil on Nov 29, 2015 23:44:46 GMT -5
I would like to see the navigation map haze over with the crossing of factions. Perhaps as simple as an extra outline around the Green / Red dots. Planets on the game map should have a color ring around them to show their loyalty.
A method of quickly being able to tell if two contracts are in the same general direction would be great... 12 AU to contract one is great, but is it N,S,E,W?
On the contracts the text seems to read at the end as if I am just receiving the contract... some slight changes and all the treats of what happens if I fail seems redundant... (Im making the deal, so threats are un-needed.
A waypoint mode towards a contract point that stops at star ports for refueling would be helpful and drop some of the tedium.
Especially if I could specify to divert slightly to only independents stops
A skill chance of trading water-fuel or other common items covertly during trade wars would be nice... maybe call it trying to deal on the black-market.
On goods deliveries if I have to move say 51 units of metal and I drop off 25, why not give the prompt that my target amount is less.
If I have greater sails or engines (or what ever game mechanic) than the attacking ship I should be able to Retreat from them with impunity... no way they could catch me... on the other hand a slower ship in retreat might have a chance of loosing a faster ship by some sort of pilot skill. (trying to retreat for 700+ turns was simply ridiculous and I was 1.5 better on all fronts)
First mate should tell Captain when his crew is less than full while in port... remind him to recruit
show on map at time of rumor would be nice rather than on separate list
The grey boxes that pop up should be on the event log. ... like the boxes that appear when you are exploring a planet.... if I touch them they should persist.
The wounds saying I lost an eye, leg, arm etc, seems detached... provide some true to form injury text
anyway more later...
A method of quickly being able to tell if two contracts are in the same general direction would be great... 12 AU to contract one is great, but is it N,S,E,W?
On the contracts the text seems to read at the end as if I am just receiving the contract... some slight changes and all the treats of what happens if I fail seems redundant... (Im making the deal, so threats are un-needed.
A waypoint mode towards a contract point that stops at star ports for refueling would be helpful and drop some of the tedium.
Especially if I could specify to divert slightly to only independents stops
A skill chance of trading water-fuel or other common items covertly during trade wars would be nice... maybe call it trying to deal on the black-market.
On goods deliveries if I have to move say 51 units of metal and I drop off 25, why not give the prompt that my target amount is less.
If I have greater sails or engines (or what ever game mechanic) than the attacking ship I should be able to Retreat from them with impunity... no way they could catch me... on the other hand a slower ship in retreat might have a chance of loosing a faster ship by some sort of pilot skill. (trying to retreat for 700+ turns was simply ridiculous and I was 1.5 better on all fronts)
First mate should tell Captain when his crew is less than full while in port... remind him to recruit
show on map at time of rumor would be nice rather than on separate list
The grey boxes that pop up should be on the event log. ... like the boxes that appear when you are exploring a planet.... if I touch them they should persist.
The wounds saying I lost an eye, leg, arm etc, seems detached... provide some true to form injury text
anyway more later...