Helium Rain

Helium Rain

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AmberGoldPL 2017 年 12 月 11 日 上午 10:20
Combat Feedback
After several battles I must say that the combat is OK, but I struggle with overall battle awerness and management as current GUI is not optimized for combat.

1) We need separate set of keys for "next hostile", "previous hostile"
2) There should be some kind of HUD healt bar indicator for targeted enemy - now I have to go to sector menu to check hostile healt which is neither fast not easy to find.
3) In sector menu hostile targets should be displayed at the top of the list with bloody red font for better visibility.
4) If player fleet has other combat ships, their healt and status should be displayed somewhere at the side of the screen, so I can easily see if my fleet is winning ot loosing.
5) If there are more player fleets in same sector, player commands should apply to all of them (I had some fighters in other fleet and when I gave "protect me" order they seems to ignore it).
6) "attack my target" command should be added to combat commands.
7) Combat commands should be avaliable also when you are flying civilian ship.
8) In addition to auto-fire and manual-fire for turrets, there should be another mode "focus fire on my target" where your turrets (if they can) will prioritize selected hostile target.
9) There should be a way to "arrest" or "capture" disable ships - it is very irritating to win the battle just to see Pirate fighters back in action two days later.
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Stranger 2017 年 12 月 12 日 上午 12:16 
Some points...
  • You should look into the Pirate technology to enable capture of disabled ships
  • Similarly, using the Flak technology enables devastating anti-air turrets and guns, which result in less disabled ships, more flying debris
  • The current "best target" key is the best hostile target for you - good match for your weapon, well oriented, etc. It's not just a "next target", hence the lack of "previous".
  • Other fleets indeed ignore player commands. That's kind of the design, and part of how we see fleets - secondary fleets enable some flexibility, but at the cost of not being directly controlled.
  • We don't have health bars, and can't have any, because spacecraft don't have health. Spacecraft have something like 50 individual and interconnected health bar with a dependency graph for power and cooling, meaning we only have a concept of status, like "no engines" or "no weapons" or "no cooling" etc. The targeted enemy has its status visible on the top screen, just like every ship has red status icons in the sector menu - no icon means it's 100% operational.
Thanks for he feedback !
AmberGoldPL 2017 年 12 月 13 日 上午 10:01 
Additional feedback:
1) The "Reserve system need rework IMMEDIATELY. I'n all my battles the game doesn't choose best ships from my fleet not ballance it vs enemy.

I had a fleet:
Leviathan
Invader (Me)
Kami
Phalanx
Orca

vs Pirate fleet - size 15:
- at least 3 Dragon corvettes
- many fighters.

In sector when battle started it put ship this way:
MyFleet: Invader (Me), Kami, Orca - all the rest was put in the reserve
Pirate Fleet: 3 Dragon, 2 Phalanx, 2 Orca
NPC: 10 NPC ships I think all of them were neutral freighters.

I think the logic should be following:
- when there are player ships, NPC ships and hostile ships, game should prioritize player and hostile ship, all other shold be put in reserve.
- game should choose best ships on both side
- game should prioritize military ships over civilian ships
- if possible game should put even number of Player/Hostile ships


2) Are "chose best target" for auto-fire turrets is set globally to entire ship or separately to each turret?
I had a Leviathan with mixed turrets - 2 frontal heavy turrets and 4 standard light turrets.
In combat my heavy turrets kept trying to track little fighter whiel there were 2 pirate corvettes
in front of me reay to be take out - heavy turrets completely ignored them.
I'm guessing that if tracking is set globally then becuse I have 4 light turrets game decide that optimal target for all turrets (including heavy one) is fighter.
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发帖日期: 2017 年 12 月 11 日 上午 10:20
回复数: 2