#Ideas and Feedback Discussion Thread
1086 messages · Page 2 of 2 (latest)
both to hopefully find a way to make it less laggy especially on lower end pcs
and to not have blurry ass textures at close zoom
ok so cloaking
i imagine some things
1: being in a cloaked state disables your reactors, and firing anything would forcefully disable the cloaking drives
2: cloaking would work like FTL drives, you cover your ship with more and it makes it more efficient and allows you to get closer to ships without them detecting you
3: (maybe) having high/100% cloaking efficiency allows your cloak drives to basically not consume any(or just less) power during operation, only on activation. you would only worry about your thrusters and/control room power
4: having non-full coverage of your ship within your "cloak field" leads to your cloaking to be unavailible. this includes if they are out of power, etc etc. getting EMP'd may disable your cloak, but if you have enough drives close to that area so that it can cover the area back it can still function.
5: sight ranges would be similar to this
(without sensors)
with sensor array you might have a advantage? idk
Meh, I'd like having the ship partially cloak.
Does the current way work even if the folder is on a different drive?
partial cloaking would be epic
like with the ship you are curently showing they would be like "flak and missiles with the rest cloaked so missile boat?" then they get close and boom uncloak deck canons firing
no
i have no idea how that would work
fair. but you can have it be partially effective
seeing at a point between
well that`s what having low efficiency would be
i... guess ftl drives do still work even outside their zone so that makes some sense
but a ship with a few cloak drives at the very tip and it cloaks the entire ship (being a large one) would be a bit odd but sure
spoilage mechanics
Steel spoiling 😭
On a serious note that’s really neat
do these code examples make sense?
Yee, only thing I wasn’t sure on was SpoilRate to me that would incur a time (the time to spoil) yet that is SpoilTime
Maybe SpoilRatio?
i was imagining it would act like factorio as in the entire stack of storage has a unified timer
ah i see sorry i also misread
yeah that sounds better
time based stuff :despair: afk waiting for single factory on 8x is already bad enough
i can see the usecase in vanilla for time-limited based deliveries of goods like food
medicine
Would be neat yee. Spoiled food into carbon as an alternate carbon source is a neat concept too 
crew to iron
Crew now age and drop iron on death

hmmm i'm not sure how to make sense of the storages themselves
2 storages, the first one converts everything into the other?
New special spoilable storages rules?
Normal storages but you add a proxy to access only the spoiled part
How's this
basically same thing
looking at factorio and making concept artt
what the fuck
placeholder resources 👹
hint at spoilage amount on hover
detailed info on resource tab
"supplies spoiled results" button
this is one of.. well it's one of the things I've ever seen that's for sure
these two games have been my fixations for the past couple months so seeing these sights is unnerving
:)
i do hope whatever i tried to demonstrate makes sense
I mean as funny as it is, I don't really see a practical purpose of it, cosmoteer isn't really a logistics game
the only thing I could see it being cool in is if there were "fruit hauling" missions or the like where you have to move fruits and produce from one station to another under a time limit
-# its an idea i had for the trade resources such as that but might be too much feature for probably a single type of resource
but aside from that, having to wait for something to turn into something else would just mean setting the game to 8x speed
Ice E
it would usually be a bad thing i imagine
unrelated but I really hope career 2.0 comes with more missions, ever since I played avorion, cosmoteer's world just feels so barren
yeah
career 2.0 tomorrow 🔥
ok final images i think
hover ontop
how it would look in resource view
spoiling stack
and finally
hmmmmmm stacks would end up with inconsistent spoilage in factories since they have multiple
had a idea to solve that but probably crazy
alright time to write the suggestion
redo
i see
yeah maybe then
however i don't think that will do much considering you can teleport
True
Factories have an in-built fridge. :P
ive been thinking of making a suggestion about weapons that could counter specifically long ranged
ex: a kinetic missile that gained damage based on its speed relative to the background, a backwards moving kiter would be hurt from this due to its movement direction making the missile gain more effectiveness over distance than if the kiter its self were to use it or if it were at a closer range
im aiming for at least 3 ideas here, either as a new weapon or ones that can be incorporated with existing weapons
kiters also basicly dont go in any other direction so maybe a weapon that gained power as it aimed in a single direction would be neat vs this, too
hmmmmm true
more onto this:
displaceable mines
^ can put them in an area behind the kiter which will be horrible if they dont change direction
self overcharging heat beam
^ gains range and damage while facing a single direction for a long period, any directional change at all (turret or real rotation) cancels the effect
^ counters kiters by abusing their lack of side thrust