#What potential features are you guys hoping to see in Career 2.0?

1 messages ¡ Page 2 of 1

cold shadow
#

could stir things up for a bit

steady thicket
#

I think a huge part of it would be the player appearing if they do something major

#

ofc "something major" wouldn't be defeating a fugitive or anything else that's super easy and common

cold shadow
steady thicket
#

exactly

#

for the early game the player you could have stuff like the player helping faction A with pushing out faction B out of their system and then the news saying that faction B has retreated because it faced significant resistance from faction A. The news wouldn't mention the player but the player would think "I was there" or "I helped with that"

cold shadow
balmy quarry
#

Reminder that this thread is specifically for Career-related features. Features that aren't specific to Career 2.0 can go in #1019739575683399840 like normal.

distant gust
#

#1183050832560791562 message
#1182830477086818405 message

prime dock
#

ability to set up a auto trade for stations

ruby bloom
#

Planets and Starbases. Where the station mines the planet.

#

More Races eg Alien Lizard

west oar
#

If you start new career, you create your character as capitan of yor ship.
When you engaging fight enemy capitan may speak with you on Delwish language with subtitles.
You can buy a ship which stay near station.
You can hire other ships as mercenaryies.
You can buy only certain blueprints on stations depents which faction they belong to and which lvl they have.
You should pay rent for possibility mine in asteroid field.
If you have negative reputatition with faction When go in their system they will pursuit you if you spoted on their radars.
If you have positive reputation with faction they will escort your ships if they sees you.

desert flame
#

I would like too have:

Crew experience so that they can better in a specific profession.

Gunner shoot's faster.
Engineers handling better battery.
Supplyer run faster
...

But the benefits are slightly an it needs time to earn, these skills.

This way a lose hurts much more when you have a veteran crew !

desert flame
#

A Station that is much more capable in nearly everything.

Like sending out ships.
Rebuilding defence platforms
Ship docks that really uses the delivered materials too build ships.
Expanding/Developing by usage.
Need of supplies, like food or water this way you have a real reason for trading.

And specialized Stations ->
Factory, Dock, Bastion, medical, farming....

lyric hornet
#

I like that idea

desert flame
elder socket
rose falcon
#

Xeno hostile faction suffering

serene cairn
#

@balmy quarry

Absolutely hooked. The game you're cooking up has turned out to be the FTL killer i never knew i wanted. 🙂

CONCERNING CAREER:

piracy is honestly more fun than simply hunting other pirates. However, it is impossible to truly go pirateering - you need blueprints. You need crew...

Which leads me to another thing that i feel doesn't yet live up to its potential. The HAIL. It is only used for trading, basically, wrether that's cargo or crew between your ships or buying at a station.

And lastly you basically have to hunt pirates en masse for the authorities to seriously rank up fame.

Fame... that's just a measure of how widely known you are. Ajd it is a little jarring that a no-name mercenary destroying a pirate base in the middle of bumfuck nowhere makes you a little notorious, but leaving a ship cemetary of pillaged cargo ship carcasses near a well known path between jump beacons and stations does basically nothing for you.

#

I feel that the hail button could be expanded in its function - possibly to contact other ships, including pirates, and get something done based on your current state of fame or infamy or favor with a faction.

#

Among other things, maybe you could hail an attacking pirate ship to surrender if you find yourself outgunned, which would require a pretty substantial bribe.

mild atlas
#

No need to ping the Devs, they read these channels often

serene cairn
#

You may also use the hail button to command a civilian ship to sureender their cargo.

#

Which would give you the wanted status, but allow a quick exchange of goods. Safer, smoother, than sometimes trying to CP kill a hauler without excessive damage to its cargo and without possibly taking too long amd allowing backup to arrive. Maybe you only have time to exchange 20 or so items, but if those items are 20 fuel cells, or 20 diamonds, or 20 CPU, y e a h that's a pretty good catch for less risk.

#

The real deal though would eventually be hailing ships you're in good standing with for some form of support. Perhaps you could directly request help from factions you are well respected towards. Don't they send backup on other ships that get in trouble? Why can't you get some help if you're basically their MVP in that star system?

#

As of now factions just feel flavorful, they are all the same, just with a different color scheme and design philosophy. Really picking your friends and taking sides should be a little more encouraged.

#

Lastly, there's "progression as a pirate".

#

I see two options.

One, getting a sufficiently detested status ny the authorities would slowly build up reputation among pirates. At a rank (maybe two) of favor, you can hail pirate stations, and get crew that way; notice that the majority of pirate stations (that i found, at least) mostly stockpile armaments and ammo, not supplies.

Perhaps these could offer an alternative blueprint mwthod in the form of missions. Specifically, capturing and comandeering a specific ship and hailing the pirate base from it.

Thinking of it as "oh you want ion beams? Bring me a Cabal ship. no disibtegrations, dummy. we need to strip it open to see how it works. It better be (mostly) in working condition."

This would let you go truly pirate, still build up fame through successful heists and general crimes, but not be locked out of gaining more crew or building more advanced ships.

#

Or they simply sell blueprints, as option 2, which is... less interesting.

#

Lastly, I am yet to reach the bottom of alignment with a faction, but it would frankly be interesting if going particularly bad with a faction made the stations refuse trade, and eventually permanent hostility by a given faction. Because frankly, if you're responsible for 29 cargo freighters never reaching the station, had all those crews die, i just don't see why the station would even tolerate your presence, let alone trade with you.

rapid kernel
#

I agree on the blueprints thing, I do hope we get to do more with the hail and fame we have.

Mostly hoping that we get Custom Factions and assuming it comes with
-making our own stations
-have our ships as NPCs
-make custom orders/missions(Attack, Build, Mine, Trade, Fetch, etc,) to NPC ships
-actually do something with our Fame

cold shadow
#

I feel it would be nice to be able to grow without being a blood-thirsty warlord. You should be able to advance by simply being a massive economic powerhouse with enough money to buy anyone and anything

serene cairn
#

the systems we have available - factories, cargo possibilities, stations, multiple factions - could potentially be taken in nearly any direction imaginablew.

#

of course there's the problem of potentially going too far into economic/pacifism win conditions. but again

#

the way the game seems to be set up is fame being the measure of your progress, and maxing it out literally gives a message of "yeah GG you beat the game"

#

kinda hard to become a megacorp space CEO that economically dominates half the galaxy and not be famous.

#

I think what's truly missing here for most of these, however, is the world (er... galaxy?) responding to player actiouns a lot more.

#

like I said in my piracy suggestions, it's jarring that the universe at large doesn't care about your repeated crimes. what, they hate you now?

#

they send more ships?

#

... you just fly away and they forget about the 80 people you just blew into space after 5 minutes, and don't bat an eye at you showing up at the station 30 minutes later to sell the blood-stained cargo.

#

in a similar vein, there's zero awareness of the player's possible economic power.

#

I'm not saying this has to exist. frankly it could be a whole can of worms. now you'd have multiple systems in need of balance around the currently sandboxy economy. and it's good that economy is sandboxy.

#

want to play serious? starwright exists. want to fool around? Builder. it fits many tastes. too much complexity can be a disservice...

#

it's down to implementation I think, but I absolutely would enjoy a more peaceful way to beat the game, even it slower or more complicated.

ebon hound
fiery ridge
#

Being able to park your ship and offload/make a impropmtu station, setting buy and sell prices when the dynamic economy drops

cold thistle
#

I want to see factionless or faction scavenger ships that steal or mine debris they find and would even fight you over the resources...

Fighting them would not grant wanted and they can either flee or fight you to death...

#

These guys would be much more worse than "Armed Civilian Transport Ships" that justify their armaments...

YES I'M TALKING ABOUT YOU IMPERIUM AND YOUR "CIVILIAN NUKES"

They would be like a regular fighting ship but has resource collectors and mining lasers...

grave heath
#

Don't hate on the civilian nukes >:c

lyric hornet
grave heath
#

Thanks.

cold thistle
#

Option for enemy ships to be hailed for surrender, the gauge will be set as if it is on PVP matches, if it reached a certain threshold it will be open to hail or will hail the player to surrender...

This would make fights either easier as you will not spend as much resources to killing the ship and saving it's parts for you to mine...

Or as addition to this, the bounties that says "kill this ship" will be changed to "dead or alive" meaning of alive where you can bring the ship's still live Cockpit near to a station to get more rewards than just killing it outright...

#

If you make them surrender, you have to accommodate the "prisoner crew" that you will take, and give to a nearby station...

Those will give you more credits per bounty, like another resource you can sell...

Damn this is grim...

tawdry rain
#

I think limiting accepted missions to like 2-3 would be interesting. Couple it with accepting missions for a neighboring or distant system. Making the play have to travel without being able to see where all the outlaws are. Systematic genocide is only fun for so long.

full pecan
#

A lot has been written, I didn't have time to read it all. If the topic has already passed, I apologize. It would be very convenient to group similar items into one icon, like armor in the picture: #modding message

zealous cosmos
#

for vanilla boss ships which are bigger/stronger than the player can field would be fun for late game. would be a repeatable challenge that would require a campaigns worth of resources and tactics to fight

thin vortex
#

-A story (optional)
-To make our own station and defend them. (Like the faction stations)
-soldiers to send to the enemy ship so we can destroy and capture it from inside by compromising from some of our crew.(that one is a little exaggerated)

unique sundial
#

Oh god war flashbacks

ebon hound
#

i'd say yes, but i play with the multiverse mod, so its more like the flag ship is the one geting ptsd

serene cairn
ebon hound
#

precisely!

#

and then you death star laser the flagship

ebon hound
#

if it is that, then that basicly makes vanila x2 harder

strange oar
#

no i mean the other flagship

ebon hound
#

also multiverse has events makeing fun of it

ebon hound
strange oar
#

mfk

#

the strongest one iirc

ebon hound
#

slightly dificult sometimes if you dont have good weapons

serene cairn
#

bruh, I go quiet about MV's shenanigans to not derail this thread and yall just go harping on about end-game / TE MV stuff.

#

#off-topic mayhaps?

fringe fjord
#

Maybe if the player has a negative reputation with a faction, perhaps every once in a while a "bounty hunter" from that faction will attack the player?

acoustic raptor
#

More friendship with the AI ! :

  • Escort mission
  • Small battle to join
  • Be able to declare a station and make its own commercial center (with civilian AI ship come 😍 )
  • If I fly near an allied ship, it follows me** instead of refusing radio contact** ...deadman
  • If the AI is friendly with **MAX **reputation , small faction ships protect uscrown

I feel too alone in the universe on my campaign over gotojale

acoustic sparrow
#

How about crew progression?

  • Having proper senor level staff captain, chief engineer etc (high level rewards earned through missions that give buffs to blocks or play styles).

  • More ethpithsis on keeping your crew alive even the low level ones. (the longer you keep them alive the more they rank up, the more effective they become at doing their jobs e.g. reloading batteries).

cold thistle
#

RGB Options for the current spotlights and lights in game...

When I say RGB it's not the color palette but the switching colors of RGB in setups, I wanna make a disco light...

Or just the option for lights to flicker, but don't make an option for it to blink faster, as that would enduce epileptic seizures...

Just normal blinking like in Ambulances and Firetrucks...

Also, a whole 1x1 lightpanel, it's just a light that has the whole shape as a corridor...

low hill
acoustic sparrow
# low hill i don't like the idea of having crew level-up/crew grade because i don't like ha...

Well I don’t like the idea of being forced to keep crew alive.

But I think a system like that could be fairly fixable and could cater to a varied assortment of play styles.

Personally I think an indirect approach to crew management would work best (for me at least) where through RNG would be king. If the crew survive a battle they advance, if they die, then they die.

The bonus to any crew that survive would be advancement in the form of a superficial rank up or a small performance bump. Also there’s the added bonus of seeing your little crewmen progress as you progress like a mini story 🤓

stray wren
unique sundial
#

I'm also kind of against intensive crew management. Managing ship systems during battle is sufficient enough I think. I'd rather not play every fight at 1/8th speed.

steady thicket
#

Just remembered, I would really like to see a rework of the name generation for stations and systems, since rn they aren't memorable at all and I just remember them based on their position in the system/map (as in, I don't go "I need to visit aminomeno station" but "I need to visit that station north-east of the sun")

mild atlas
#

Come on, your telling me Asperassa isn't a station you can easily remember lol

strange oar
lyric hornet
#

I would like having some extra customization options (like being able to set a list of words you want the name generator to use or something).

#

For modding purposes of course 🙂

tawdry rain
#

More advanced and detailed radar and possibly give way to stealth.

More ship parts buffing nearby doubled or cohesive type parts. Power efficiency, radar, power production and so on.

spark lion
#

Environments and encounters that encourage different build designs in a similar vein to sundivers?

deep rover
#

I would like to have more depth, instead of being able to unlock everything in the first 1-2 star systems.

I would like to have the researchable parts being split up to different fractions and that u cant buy all parts of one fraction at every station of that fraction.

Being that said I would like to have parts that must be build on stations to give them the ability to trade, hire, repair your ship, or research. (like it is rn with warp beacons)

It should only be possible to save the game on specific points, like spacestations, the game looses its wager when u can save everytime some seconds before a risk and then just reload...

The same with the Editor abilities that u have in career mode, atm it is way to mixed into each other. The career mode has to many editor functionalities that can be exploited (it should not be possible to save blueprints or even import ships, it should be step by step build up) where the creative mode lacks powerful import export functionalities.

rustic tapir
#

got the game very recently but more depth to mining\production would be amazing, or at least the abillity to shift queue asteroids + not have them disappear into fog of war after seeing them.

got the impression i can farm to build own ship but it feels not needed

sinful dragon
#

possibility to land on planet and send the crew on planet

earnest thicket
#

I would love an option to program my ship (preferably in Kotlin but any other language would be ok).

knotty socket
#

Some way of buffing the range for missiles, or another 'artillery' type weapon outside of railguns

rapid kernel
#

just putting this here in case I forget again:

More radar stuff that actually changes how the fog of war works + some range buff

gleaming cove
#

Unexpected events and crises, which happen without prior warning during the progression of the campaign. They don't need to be especially difficult, but something to make the campaign less predictable and provide a slight spice of suspense and tension to the game. 👾

  • Meteor storm;
  • Solar explosions;
  • Ambushes;
  • Mysterious radio transmissions that can trigger hidden events or enemy traps;
  • Infiltration of space beasts in the ship's cargo;
  • Chance (%) of old equipment failing, and the player needing to carry out basic repairs to save the crew, sometimes cannibalizing part of the cargo or less important parts;
  • Chance (%) of unexpected development for some missions (e.g. station canceling the current objective and requesting that all ships return to contain an enemy invasion, with a time limit, or giving a new order also for some urgent reason);
  • Etc.
knotty socket
#

Also I realize this would be ridiculously hard and probably involve overhauling how ship interiors and crewmen work, but: boarding. EMP a ship and send your guys on to unalive / capture crew for sale as slaves, have barracks type ship part which will turn your crew into marines.

#

Or alternatively, some way to target interiors with bioweapons to make them inaccessable to crew.

severe void
#

Environmental hazards other than the Sun.

Example:
Some alien plant that sticks to ships and slow them down. Can be destroyed faster with Mining laser.
Abandoned giga structures that hinder the mobility of kiting ships
Black hole where ships and projectiles slow down

#

When you're stranded(ship is broken and you can't move), rescue ships can come to sell you some basic materials.

slender marsh
#

I'd be fine if there were prototyping costs, but not costs just to open up tech (this could just be nuance).

gray crescent
#

wrath from ping from ages ago

quick grail
#

Crew specialization/traits

When I first opened the crew tab at a space station to purchase crew, I noticed each individual crew available has their own line on the list, a unique sprite and a purchase price. I immediately thought that some crew would be more valuable than others, and assumed there would be traits attached to said crew (a la FTL or Rimworld). Some possible traits could include: “Welder” granting faster ship repairs, “Spy” effecting goods prices & hostility/wanted ratings for a specific faction, “Electrician” carries batteries faster, “Pilot” gives a slight bonus (+5 or 10) command points to the ship, “Gunner” slightly effects ammunition/energy consumption or aiming speed or firing rate of all or specific weapons, “Engineer” slightly increasing engine speed or efficiency, etc. These traits could then link into missions (for example, you find a ship stranded with their engines blown up and they need you to go and find and donate 2 engineers to them and the materials to fix the engines, or a mission that requires you to trade resources with a station of an enemy faction but if you have a spy on board you’re able to get close enough to hail them w/o triggering combat, etc.). If the traits are randomly generated it would add a bit of incentive to scour the galaxy’s stations and always hail passing civilian ships in case you find another trait you’re seeking to give a bonus to the ship build you’re targeting. I think these traits are specific to career mode since I imagine they’d have game-breaking consequences to PvP.

I’d also like to see all crew members have names and perhaps superlatives or randomly generated flavor text so that players can become more emotionally attached to their crew. Currently I typically will notice the spinning, lifeless corpses of my former crew after an epic conflict, shrug my shoulders and continue to salvage the lifeless husk of their once manned portion of my ship.

#

Captains

A building module called the “captains quarters” that is 2 tiles and houses one person: the captain. The player can name the captain and customize the captain’s appearance. Perhaps only one captain’s quarters is available per player, designating your capital ship and possibly influencing AI targeting.

Most important ships and perhaps all stations in the campaign mode would have captains quarters and hailing these vessels might trigger actual dialogue/interaction with the captain rather than just a buy/sell menu. VIP-style missions where you must slay a pirate king that involves besting their fleet and destroying the captains quarters inside the pirate station or a mission that you need to kidnap the leader of a rebellion within an allied faction which involves incapacitating their capital ship without destroying the captains quarters so you can board and kidnap them.

I’m just thinking of things like The Black Pearl captained by Jack Sparrow and The USS Enterprise captained by James T Kirk. And how maybe the name of a ship not designed by you that you import is locked but (your) captain can be changed.

abstract pelican
#

A setting in dom to shut of the asteroids lol its a thing with elim why not dom

raven rock
#

MORE DECK WEAPONS

cold thistle
# raven rock MORE DECK WEAPONS

I will say this as my take but no...

It will make the game essentially just a brick fest if you add more Deck Gun variants as it will be the most secure weapon system as you can layer it in shielded armor...

All the thrill to build a great designed ship goes out the window if there is more deckguns...

In PVP we already see the Meta DC Brick Rammer, I don't want other players to just do that in every single game...

It takes the creativity if you'd only use the safer option...

stray wren
#

agree i prefer it to be a mod rather than a feature

#

so that walt have more time focusing on other features

jovial talon
#

Most importantly i want support for adding (via mods) events like pop-up conversations with NPCs, spawning ships at places relative to the player's position, basically, all you need to create Custom Scenarios!
Then us modders will just be able to go wild adding whole campaigns to this game. Like the Multiverse team did for FTL

elder socket
#

Like deck cannons are very powerul already and promote less engineering than other weapon sytems

jovial talon
#

An energy counterpart would be ok though, mining laser doesn't really count now does it

rapid kernel
#

Deck PDs

strange oar
rapid kernel
#

can we temporarily please have an option to enable AI trading on specific ships in career mode while we're waiting for stations to be a thing?

mild atlas
#

Don't think "temperarly enabling it" is that simple

fiery bone
#

Your own faction which uses ship designs you choose and has autonomous stations/ships which don't subtract from your crew count
A more dynamic/real economy, with mining npcs and renewable resources
Perpetual end game content so the game doesn't abruptly end once you reach a certain reputation (obviously wouldn't be as deep as the rest of the campaign)
More variety in solar systems. Everything feels like the first solar system, just with more powerful pirates.

#

Late game credit/resource sinks would be nice too

rapid kernel
mild atlas
#

Not sure, either way "temporary additions" for something like this would just look bad

hollow ruin
#

I wonder what Walt thinks of this, but, "dummy" invulnerable ships to save on game resources that are just there to make the game feel more busy? Like, civillian traffic, small cargo freighters, and, honestly, stations; huge cities, scrapyards, and more.

wraith trail
#

Adding to this : BACKGROUND SHIPS

#

purely decorative with a random spawn rate

#

something like doodads

#

they spawn similarly to planets and can have like a start and end path , and will be any variety of faction vessel (or even your own)

gleaming breach
hollow ruin
latent musk
#

make asteroids randomly fly around and whenever it touches anything the melee damage causes the entire fucking ship to explode

wraith trail
#

in other words : comets

rapid kernel
crimson gate
#

I don’t know if anyone has said this already, but purchasing ships from npc stations.
Npcs can sell the ships corresponding to the danger level of the system, or by station size. Also by their respective factions (Cabal stations sell cabal ships etc)

latent musk
#

shipyards?

gleaming breach
crimson gate
#

mb

#

Only joined the server recently. Ty for the link

ebon hound
#

it also works if you say

#

boarding

placid valeBOT
latent musk
#

shipyard

#

shipyards

#

false

plain thistle
#

it's totally there

#

I'm excited for any new campaign additions that make the world feel more filled out

#

there's just zero reason to care about 99.9% of the space

fiery bone
broken gull
#

it would be nice if we could add an extra part for programming that would be somewhat expensive and use command points so it could be balanced that way, the more complex the ai u make the more command points it uses maybe?

modern wolf
#

or is 10 already to complex for your idea?

#

i have on 2 enough for most of my ideas... if the way of notes is not to complex.

#

if i have a miner i give it the task to mine specific items or just anything and give it a nother ship. if i have a fighter i give it command to follow, or to fly around, or to defence ships.

#

and i would have ships to deliver items and i like it to build a space station.

#

at the moment i have played cosmoteer enough and i'm playing multiple games, but if the programming comes in i would love to play again.

#

at the moment it's just, cosmoteer has a update, i look what it is. that looks fun, play it for a hour or two and than i play something else again.

#

i dont play the game every day anymore, but i have still downloaded it on my pc and laptop, i did also play the beta test for [how long is posible] and i did play the clasic.

#

i'm in for something new.

modern wolf
#

i think counting everything i have played cosmoteer more than 1000 hours... because i did also play the demo and the beta test but i cant see the data on my steam...

broken gull
modern wolf
#

if they have ai i think the ai can go away from any enemy with out extra sensors...

visual tundra
modern wolf
broken gull
broken gull
# modern wolf if you buy the raw and sell the full, you lose some money...

unless you have a mod which changes that, and if you do youve allready chosen how you want to play right? also being able to auto buy or auto sell just makes life easier, like for example i always want to buy gold from stations but the other ships buy it up fast so to buy it i would have to sit there constantly and react quickly

indigo crag
#

The ability to build your own station and have ships autonomously fight/mine/defend and report back to location to unload/resupply.

hollow ruin
#

More diversity in asteroid mining: Currently there are only asteroids with a single type of minable resource and they are all the same colour, with roughly the same shapes; composite asteroids, differently coloured asteroids, even a combination of the two would greatly enhance a passive economic gameplay attitude.

grave heath
#

Asteroids are already paintable, so multicolor asteroids will be unimaginably easy to implement, to the point I could see it being added BEFORE Career 2.0

digital zinc
#

Base building/player stations would be nice

digital zinc
serene cairn
#

I wish we had more powerful non-destructive tools. Essentially, like ions from FTL. Tools to disable or scrape ships but not damage them. In higher difficulties with reduced loot drops, generally you'll want to minimize exploding the enemy ship since that'll vaporize one or more of the most vapuable parts with the most important materials, and instead it is ideal to manually salvage/deconstruct.

Problem however is that disruptors still deal fairly decent dps on nonarmoured targets. You could spam disruptors at a cockpit to shut down the ship.............. but it may simply explode before you maneuver around it and fully disarm/declaw it and force the enemy to abandon ship. Same with the disruptor missiles.

Another issue is how poorly these scale. The moment you enter sector 2, disruptors stop being effective at all due to armor. It would open up some more build/strategy options to not relegate every encounter to "shoot off the biggest gun + go for cockpit/generator".

buoyant valley
#

Carreer player up to want size.

grave heath
serene cairn
red jolt
#

at some point i'd love to see trade automation (build ships, send them off, profit)

latent musk
#

trade automation kinda seems unprofitable
like, being a trade ship would probably suck

red jolt
#

yeah but imagine becoming a trade giant

#

building a monopoly over galactic resources

mild atlas
#

So long as you can tell the ships to keep up-to-date with the economy and trade where you would make the most profit it woukd be fine

hearty frigate
#

Smart repair - crew can recognize the components that would come from intact but unowned ships/wrecks nearby and automatically send out crew to dismantle the part and retrieve the components necessary for repairs

#

Captured crew replenishment - ever been in a pyrrhic fight and you have a bunch of crew missing but theres enough material to repair? It would be nice if you could just yoink up a few of the blown up ship’s slaves crew and add them into your own instead of limping back to the nearest station with half your thrusters flickering

hearty frigate
#

Better obstruction navigation - ships commonly have pathfinding strokes when they touch an obstruction like an asteroid and get flipped around, often gluing themselves to its surface for extended periods of time - just like a roomba

Idea to improve it - make the ship back up or move away from the obstruction for a second or 2 then resume pathfinding

normal acorn
#

It would be cool if the AI targeting system used weighted values for ship size, gun count, and distance. Like the AI's would attack whoever has the biggest ship/most guns, unless a smaller ship gets really close, then they switch targets. Something to shake up who the AI targets. They could also attack different targets based on fleet size (if there are 8 AI ships and 4 player ships, 2 AIs attack each ship instead of all 8 AIs attacking the biggest ship)

hearty frigate
#

Chain link priority targets - use shift right click or shift T or some other default keybind idk to chain priority targets in order. Once the first target dies, the next one will be targeted automatically and so on

gray crescent
#

you can do that iirc but its not perfect

round harness
#

harpoon which can penetrate armour and cause fire

eternal prairie
#

Better crew resources. And balancing. I want to stay on a tiny ship for much longer and only actually get a larger ship and be able to redesign it much later, such that you need to actually design a starter ship that will be easily expanded. And to make crew happier with features for them idk

hexed needle
#

Make your own station that AI can trade with. Give ships autonomus Missions (ordering other ships to do commands, that you dont have to mannage) Create your own factions

lyric hornet
modern wolf
#

myabe a easy way to program ships?

stiff geode
#

programming would be great

grave heath
#

Customizable AI is coming if that's what you mean.

stiff geode
#

yep

#

it would be so sick to make something like the complex shit in nimbatus

sonic vigil
#

An automatic fire extinguishing system. It could work in an area and parts that take up more than 1 space need to be fully covered in its AOF to be extinguished. Or maybe just some sort of DC central where lots of fire extinguishers are stored and room and maybe give the ability to repair parts while inside the ship

ripe geyser
#

Yeah some form of chargeable fire suppression system. Maybe once fired it needs recharged meaning a fire can creep back into the area after it's spent

grave heath
# sonic vigil An automatic fire extinguishing system. It could work in an area and parts that ...

Neat idea, but that'd make regular fire extinguishers obsolete.

I had a similar idea with a large, roof-mounted fire extinguisher "weapon" turret that'd spray foam in a large range to maybe even extinguish other ships.
However, it'd consume regular fire extinguishers as ammo, maybe at a rate of one every 2 seconds and could fit in 10. That way FE wouldn't become obsolete and crew would still need to haul them, plus it'd finally make FE as a resource Canon ^-^

stiff geode
#

so silly,,,

unkempt wave
unkempt wave
normal acorn
steady thicket
#

maybe a ticket system could work, so only a set amount of ships are allowed to attack a specific ship (the amount would change depending on the number of ships on each side, firepower and distance)

#

so that a group of ships would divide their firepower to try and match their opponent groups firepower

#

(think the bigger ships attacking the bigger ships and the smaller ships attacking the smaller ships when the amount of ships on both sides is the same, but if some ships remain on one side they would help where necessary to match the firepower of the opponent)

jovial talon
unkempt wave
#

yeah its not based off the weapons themselves. its like; get ships estimated firepower, then dilute it by their distance, then compare that to other ships with the same check

unkempt wave
steady thicket
#

unless the ai gets improved first, attacking one target means they often expose their back to other ships and die almost instantly. If they split they cover each other's backs and therefore are stronger

#

also having a tiny ship attack the biggest ship along with all the others often results in it getting erased from existence by way stronger weaponry and not actually contributing to the fight, but if it fights another small ship it actually has a chance to do something and win

#

this would also make flanking in career less op

jovial talon
steady thicket
#

that's also true

unkempt wave
#

hmm, that's pretty interesting. So lowering the amount of flanks and awkward ship blocking.
I think its set up the way it is because its usually most viable for all the ships to focus fire the strongest. But it might be more important to focus on making sure the AI aren't doing weird things, like letting flanks happen or getting hung up on each other, which might better be achieved by them valuing a targeted enemy less.

halcyon acorn
#

the ai currently tries to target your most expensive ship, which is useally much harder to destory than your weaker ships.
i think this and a few other reasons made it so ai targeting the closest ship is actually more difficult to play against than targeting the most expensive

steady thicket
#

I think that's still too easy to abuse by having the flanking ships use long range weapons and stay at a distance

#

having some ships from the group actively pursuit them would be better

#

this would also make faction wars better imo, instead of a stupid looking gank you get something more strategic

frail karma
#

Making you’re own faction with AI ships

sudden kelp
# unkempt wave hmm, that's pretty interesting. So lowering the amount of flanks and awkward sh...

having an enemy pack NOT all target the most expensive might be worthwhile...

Admittedly these ships were made with modded parts but .... I was running one of these in my last career mode play.. this big expensive railgun ship (the wolf) with all the storage and stuff, the enemies would 99% focus him and be able to do little against the frontal shields and armours

with 3-4 of the smaller red ships (claws).. the smaller ships barely if ever got shot at, and whilst they were not hugely expensive they packed a fair punch and outflanked anything focusing the main, just chewing through the sides and rears ...

((please feel free to clear/delete if deemed not appropriate for the thread, but I feel it helps to highlight what type of 'career fleet' can be put together... right into the lv12-14 range areas ... then I admit I started hitting trouble when bigger/better ships could destroy my main and easily mop-up the flankers))

eager seal
#

I think a way to configure each ship's ai targeting priorities like in From the Dephs would be cool

ancient rapids
#

As an avid career player, the biggest issue I currently see with career is the ability to cheese the AI. You don't even need to really try that hard to do it. The biggest offenders would be the AI's inability to deal with a max range rail gun, even when equipped with long range weapons of their own. All types of ships have this issue to some extent, but stations are king among them, and just turn into loot piĂąatas.

It is also extremely easy to flank the AI and land critical hits. The AI has a complete inability to deal with more than one ship at a time. The AI will hopelessly focus on one ship, typically the larger and more expensive one, and completely ignore everything else. I know there is a system in place, but it feels like a complete lack of threat assessment. This is especially evident in multiplayer co-op games, and actually kind of takes the fun out of them. Naturally, this encourages one to have one ship have the role of absorbing as much damage as possible, and then a number of other ships to flank. They don't even need to be good ships, as long as they have a weapon. Very one-dimensional. I find myself having to impose artificial limitations on myself in order to continue enjoying this wonderful game.

On the topic of stations; I know you can choose not to push stations into the sun without consequence, but it feels a bit weird that you can and I think the game would be better off without such things. This may not be the best solution, but to solve this issue there could be some periodic checks. One to see if the station has moved a distance from its origin, and another to check if there are any player controlled vessels in close proximity. This has probably been discussed before so I don't want to focus on it, the other things I mentioned are far more important.

Edit: I understand cheese is something you can never 100% eliminate, but I feel it is a little too easy to fall into.

steady thicket
#

the station check wouldn't work because you could have a ship chilling next to a station only for a (usually fringe) civilian ship showing up, getting stuck and pushing the station, with your ship following the station if you don't notice

#

otherwise great feedback I think

ancient rapids
#

yeah, I'm sure there are lots of edge cases that it wouldn't work with, which is why its probably not a great solution 🤷‍♂️

unkempt wave
steady thicket
#

One idea I had that would also help AI orbiters would be to try to maintain the set attack distance from every enemy and rotate to the center point of the enemy group (unless they need to be rotated directly to an enemy to attack, like ion/railgun ships) if they're alone (if they're in a group refer to my suggestion above), not a complete fix but would help slightly I think

unkempt wave
steady thicket
#

yeah trying to get the enemies in a line as much as possible could also work

round harness
ancient rapids
round harness
#

or perhaps ai types like a brawler ai a sniper ai or like assasains
a brawler is close in
a sniper stays far away with ranged weapons
a asssain closes in and runs away

round harness
#

like you can toggle what a ship targets

ancient rapids
# unkempt wave Agreed! We are actively looking into all 3 of those 🫡 For the second one, what...

I don't know what a good solution would be to be completely honest. Maybe something to keep you guessing, so you never truly know what the AI is going to do, and thus cannot easily plan around it. Different AI personalities, random behaviors with targeting and/or positioning. Defensive maneuvers when multiple targets are detected. Currently the AI will kind of just strafe back and fourth a little bit. Give them the ability to make more drastic flight maneuvers such as circle strafing, kiting and flanking. Avoiding close proximity in these situations by evading and kiting would make it much harder to pull off flanking strategies. Just throwing ideas at the wall here, I know some of this is a lot to ask for. This would have an impact on difficulty, yes. But I argue that the player is capable of employing all of these strategies, and often does, so I think it is fair. All I know is the way they just currently sit there and wobble back and fourth is not the way.

#

Also what Pavloydus said about rotating to the center of a group and avoiding is a good idea would go a long way, and goes a little into what I was saying. Some kind of angle threshold might be needed though, otherwise at extremes its just 2 flanks instead of 1

#

if you can manage to pull off a combination of the suggestions in this thread, then I think we will be in a good spot 👌

rapid kernel
#

This reminded me about rock huggers. Basically orbiters that use a rock as cover. I wish we had a way to assign a target to orbit around while also trying to keep its distance from another target

unkempt wave
# ancient rapids I don't know what a good solution would be to be completely honest. Maybe somet...

yeee. I was hoping to find an easier solution without having to wait for the "advanced ai" feature.
I'm looking at making the AI not target an enemy if its already targeted by a buddy, which will help flanking in group fights, but that won't help the lone wolf AI.
There's so many things to do for career 2.0 so really gotta pick and choose, so would be nice to find something that has a fair positive impact while being simple to add

unkempt wave
ancient rapids
# unkempt wave yeee. I was hoping to find an easier solution without having to wait for the "a...

Yeah, I hear you. Maybe not complex behaviors and personalities just yet, but perhaps a simple defensive maneuver would give you the most bang for your buck. Think of magnets that repel. Should at least go a long way to making it harder to flank. I don't know what else could be done that is also simple and effective, but if I think of anything I'll be sure to let you know. Recently picked the game up again so I'm sure I'll be brainstorming.

unkempt wave
#

nice! yeah lemme know, thanks for all the solid feedback and ideas.

dry egret
dry egret
ancient rapids
dry egret
#

oh, i forgot that

stiff geode
#

a chance for a crew to spawn wearing a little hat

tawny belfry
#

Factory/mining ships in the Civilian categories.

#

Maybe make factory-type stations?

grave heath
#

Also, with that, could we somehow get rid of crew detach altogether? Man am I gonna make a lot of pvp players mad with this remark.

stiff geode
#

i just think it would be a great eastwr egg

formal apex
#

ever since i first got the game a long time ago ive mostly just wanted my own faction and the ability to take over the map.

rapid kernel
#

I forgot if its in the roadmap but that has always been on my most wanted list for career mode 2.0

fading ledge
#

Maybe I am late but: Final bosses with unique modules. Maybe unlock those modules for all next campaigns after you defeat the boss.

Final boss would be a massive station or ship that would take some good time and strategy to destroy.

Unique module like a huge shield of a new type of missile that you only see on the boss.

kindred swallow
# unkempt wave Agreed! We are actively looking into all 3 of those 🫡 For the second one, what...

On Cosmoteer AI in general

Something that I found interesting about the StarSector AI was that they would attack more aggressively if a nearby enemy has its flux (loose equivalent to energy) bar almost maxed out (and thus in need of venting or be in danger of an overload), and try to back away from an engagement when its own flux bar is more than half. They have aggressive, balanced, and timid officers, that can be assigned to ships to allow different AI behavior (ie aggressive frigates, balanced flagships, and timid carrier ships).

I link a video here of a beginner starsector battle, to showcase how they handle their combat system; they can do more situation-aware actions because the flux system allows for a much easier heuristic than trying to measure damage/combat readiness in the case of Cosmoteer, but there's definitely still takeaways that we can glean. First off, the enemy ships try their best to engage either the stragglers or whichever ship is actively hunting and posing the most threat to them. The enemy will also try their best to not be flanked if they don't have a 360-degree shield, and the friendly ships try their best to not expose their vulnerable side either. Third thing that is slightly less seen here is that while pathing still can cause spaceship issues, they try to avoid each other by actively practicing avoidance when they're within spitting distance of friendly ships.
https://www.youtube.com/watch?v=gEVuKWkq0hQ

From this, maybe ships that have sensor/visuals of each other can try to be more aware that they're in a "bubble of conflict"? I know that the music already processes that there is an ongoing fight event, so maybe there can be more resources devoted to onscreen combat; I wouldn't care too much if offscreen combat uses simpler AI.

Combat in Starsector is amazing looking. It reminds me of Gratuitous Space Battles. Let's watch a battle versus a Pirate Armada.

Stay Connected with Werit: https://twitter.com/werit

Make and share your game clips: https://medal.tv/?ref=werit_partner

Subscribe for more content: https://www.youtube.com/user/weritblog?sub_confirmation=1

▶ Play video
gray crescent
#

forgot to ping em

kindred swallow
gray crescent
#

¯_(ツ)_/¯

kindred swallow
# unkempt wave Agreed! We are actively looking into all 3 of those 🫡 For the second one, what...

Also looked up a bit about:

But yeah no matter what we do, please reconsider having a kiter kite us for 5 or 10 minutes; might be too much of a slog at that point, and presents a wall for players that just aren't ready at that stage.

kindred swallow
#

Also, ironically it might be good for Career Mode's staying power if we slow down the progression between levels 8 and 14. For me, I grinded out a decent ship at around level 7-9, and used a railfan to win a huge chunk of the game until I can afford my flagship damage-soaker. Having to beat multiple factions' ships in order to level up, can be a way to artificially slow down progress. Whether the slowdown would be fun or not would be a different matter. Maybe the slowdown cap can be purchased/bribed away by a certain credit cost too. I just find that I speed through portions of the game too quickly after setting up everything I needed.

Another aspect that I found less enjoyable in game is that resource collection becomes an absolute pain on harvesting pirate bases and late-game ships, to the point where I turn it off after getting my 2 main capital ships. Resource collection is really cool to watch in the early game, but mid and late-game it's a timesink because of my limited storage and limited crew. Not very fun to haul around 20k steel because I want to save for a build, only to overflow stations later because I salvaged too much. Previously, section 9 took an exorbitant amount of time because I spent most of it salvaging across the map. Fought first, salvaged later; will never make that mistake again. Spent 2-5 hours just waiting for everything to collect. I turned off resource collection afterwards, and breezed through 3 star systems super quickly

unkempt wave
steady thicket
#

isn't as elaborate as my first suggestion but it should have a vary similar result

#

and it's definitely easier to code

kindred swallow
# unkempt wave we are looking into the resource collection stuff, making salvaging easier/faste...

Sounds great, thanks! Just now I saw in the general chat that someone salvaged a few ships and it took all night #general message .

On the context of progression, what happened for me is that I grew my ship organically up to around sectors 6-8 or 9, and at that point I’d absolutely need to transition to a meta ship or else I’d be replacing half my ship/fleet every fight. After building my transitionary ship (in my previous playthrough a Shrike-like railfan), I was able to sail through several sectors with an undercrewed ship, until I found myself in need of grinding more resources for a bigger flagship. After an eternity longer of salvaging, I build an ioncore flagship and win the rest of the game.

What made earlygame especially exciting is that there was a steady transition from nooby-beatable ships to slightly more hardcore models. At around 6 or 7 was when I encountered my first ion kite, where I achieved a pyrrhic victory eventually. Maybe padding out the 5-8 range with more “transition” levels, or difficulty in systems, can be helpful. Maybe easier systems have a 10-20% reputation gain, mediums have 30-60%, and hard has full rep gain for those sections. (Easy system ships would be slightly more "noobily" built, to match; I'm imagining classic-era difficulty levels, but that's a pipe dream.) The veterans can skip through easy systems and the beginners can fight through a few more easy-to-hard systems at that stage to get a more gradual increase of difficulty instead of losing everything all at once. I’m having troubles figuring out how we justify having a specific stage for the increase in difficulty right now, but yeah this might be nice to see.

Addendum: maybe levels from 1-10 can have the easy-to-hard difficulty toggle, everything but reputation gain multiplier and ship easy-ness stays the same. 11-12 can have toggle between medium and hard. 13 onwards has only 1 difficulty level.

stiff geode
#

logic should be able to control things like firing modes and rotation

ebon hound
#

probibly also hinges when they get added

rapid kernel
# unkempt wave we are looking into the resource collection stuff, making salvaging easier/faste...

Just a silly idea but what if we actually make use of fame and/or factions to lock blueprints into for mid-game progression? you'd think nuke factories would be locked behind Monolith and prisms have to be ripped out of Cabal ships. Then again we'd have to find a way to earn blueprints via salvaging em off of other ships too.

As for making salvage easier/faster, I have a feeling this is where melee weapons come in handy. Just the idea of a saw ripping panels off immediately from contact kinda makes sense.

unkempt wave
steady thicket
#

oh great that you actually added that

kindred swallow
#

Ooh, I like the idea of tying fame in; what if, what if you’d have to spend fame points for blueprints instead of (or on top of) cash post-startership? this may naturally lock players into making choices, if you can only unlock 2-4 components at your current fame level (variable depending on fame level too), and cannot dip below the level of fame that you have currently reached. For example, at fame level 2, all fame points between lvl 2 baseline and before reaching lvl 3 is spendable; the fame points reaching lvl 2 is locked in and cannot be spent. There are 2 upgrades available for lvl 2. There are 4 available at lvl 10, and 6 for lvl 15.

We add an element of RPG this way, and there comes tradeoffs that captains have to make. The problem is that balance is partially broken, since enemies can use all varieties of weapons, and countermeasures may not be bought until the next fame level. Variety is the heart of replayability though so I’m feeling it for sure

#

Oh and this potentially breaks pacifist runs too.

stiff geode
rapid kernel
# kindred swallow Oh and this potentially breaks pacifist runs too.

I'm under the impression that fame itself isn't some kind of currency you can actually 'spend' since it also controls how many crew you can take with you but I do think some form of faction standing/currency in the form of valuable resource could be a nice direction we take. Imagine bribing Monolith with rsUranium or Cabal with rsDiamond

kindred swallow
#

Yeah that makes sense too!

stiff geode
#

uranium would be a better bribe for imperium

#

steel and coils would slightly bribe fringe

rapid kernel
#

tbf, fringe would probably take just about anything 😅

stiff geode
#

yeah

#

monolith might like sulfur, ammo, and steel

ebon hound
#

that makes sence since they are a mineing company

stiff geode
#

i think because they use lots of ammo and also steel is needed for their massive armor blocks

hollow widget
#

Boss enemies and I mean large why bigger then what we can build in normal game that represent each faction.

#

To have fighters or a way to make fighters like a way if one had the material could 3-d print certain ships with like wieders like space engineers

bright hemlock
#

Respawning quests/enemies so that a system can still be usable and not empty, maybe over time new astroids enter the system so that it doesn't get empty of resources

bright hemlock
spark sentinel
#

You can build yourself a useful space station

#

Something about planet and I wish I could join a faction or start one myself

shy sage
#

things that would make the world feel alive, better trade and maybe thriving stations or planets as stations ?
my dream space game would be a cross between Cosmoteer and starsector
anything close to that is great

sage zephyr
#

Interuptable logistics, not only supply ships but also for example shipyards that actively produce new ships for a faction. Attacking these would of course be a detriment to the factions influence, so Imagine it to be a cool possibility to influence the factions power dynamic

midnight tiger
#

attack queuing of different parts of different ships than the one being targeted currently

lyric hornet
#

Attack or order queuing is definitely something I would want to see in Cosmoteer 🙂

balmy quarry
gray crescent
#

queuining can also happen when you hold shift

midnight tiger
#

ability to toggle AI weapon targeting for your ships so you can have more ships without the need to individually target every ship’s weapons, maybe through a part that costs a lot.
Obviously it won’t be as effective as individually targeting the weak spots of the ship you’re trying to destroy or immobilize or disable, but it’s better than your weapons randomly firing in the general direction of the enemy or firing when they are lined up.
Maybe the ability to give a target list to the ai so that it will target certain parts before others.

or if you have a swarm of ships, you can toggle ai movement as well for your ships so micro isn’t impossible with 10+ ships

median aurora
#

Hay just putting it out there but can we have missions that reappear and pirates that respawn please I think it will help the starting players a lot to help them get into the game when they are not yet ready for the next galaxy

fallow timber
#
  1. Next galaxy?!?!?
  2. Respawning pirates will be hell, I want my systems to be without any filth so I can steal every possible resource I can find in there.
median aurora
#

I mean systems

fallow timber
#

yeah
still, I would definently not like this

steady thicket
#

there's plenty of pirates spread across the galaxy already imo

mild atlas
#

With the current liner style of the game respawning missions doesn't make much sense, though hopefully with 2.0 we will see this quite honestly boring and limiting liner galaxy generation change and open up the possibility for respawning missions

median aurora
#

It feels like the idea of the game is to have some combat but mainly mining right now

mild atlas
#

No its definitely skewed to combat

#

Minning doesn't get you any fame

median aurora
#

But it does get tons of resources and tons of money that wat

#

Way

mild atlas
#

Yes but the game is ultimately combat focused

#

Those resources and credits are altimatly usless if the ship your trying to build can't hold enough crew, and only way to get crew is to get more fame, and you can't get fame just by minning, even if you did the resources missions

#

Besides you can also get lots of resourses from destroying ships and stations

lyric hornet
#

For me the mining is an important an integral part of the game, just like combat and exploration are.
I did disable the fame limit, so mining can net me more crew as well, but I also made the enemies much stronger and more numerous so it's still very challenging and very demanding at times.

Tbh, I'm kinda ambiguous towards respawning missions. The universe is already large enough and I actually like the feel of having cleared an entire star system of all enemies, providing me with something of a save haven.

I assume the dynamic faction conflicts will kinda provide dynamics on a stellar scale anyway.

Anyway, I've already mentioned some things I'd like to see in career 2.0, but one thing would be to have the option to have much more variety in star systems (not just 1 or 2 stars, but also black holes or even lacking an heavy stellar object entirely and being just dust and asteroids and I want this to be easy to mod as it will give me something new to do and make mods for! 🙂 )

steady thicket
#

Just had this idea while playing, if you don't want to build more storage for whatever reason, you should be able to pay for storage in a station (a small amount of credits per time times the amount of slots), if the items got lost (station gets destroyed or something), unless you caused it the faction should pay you back the cost of the items plus a little extra

#

Cons are you can't always access them and you need to pay a few credits, but the items are kept safe

#

Maybe pirates could steal resources (both on the ground and in abandoned storages), so there's more incentive on keeping items safe

grave heath
fading ledge
#

I think the deal more damage and receive more damage could be separated modifiers.

left badger
#

AI mining ships

#

Mining stations where you can buy minerals cheaper

#

And research stations where you can buy blueprints cheaper

#

Maybe make the research station a ship that travels through star systems

#

So you don't exactly know where it is

unborn condor
#

a new ship module that can slow the progress of hyper jumping

unborn condor
#

and is it bad that i basically have 400k of each item in the game?

neon sleet
#

when is ship to ship docking coming into the game?

fallow timber
#

some time in the future

#

BOARDING

placid valeBOT
fallow timber
#

yeah phase 5

mild atlas
manic shuttle
#

Black holes!

fallow timber
#

DUDE

mild atlas
#

they probably know, there just saying they wanna see it for Career 2.0

dawn onyx
#

Different cargo items which have some special effects, adding risk to the transportation and perhaps making trading ships more than a cargo container with rockets strapped to it. And with the dynamic economy it'd be nice to also have commodities, which are there purely for trading.

Dangerous: cannot be transported safely by crew, requires a ship with a manipulator.
Fragile: needs to be transported by hand
Volatile: explodes the moment the storage room is damaged or fire enters the room.
Hazardous: sets the room spontaneously on fire or releases EMP.
Massive: items that require whole empty storage rooms to fit.
Bulky: blocks paths, making crew unable to navigate over them when in storage.
Important: cargo that makes it so enemy ships spawn or are drawn to you.
Contraband: sets off the police when transported through certain systems or entire faction territory. (Like forbidden literature, video games, narcotics medicine, etc.) Sold for a high price at the hidden stations.
Exotic: goods which have higher value the further they are sold from the system they were bought in. (Pottery, fabrics, furs, personal weapons, artwork, spices)
Perishables: stuff with a timer on their delivery, benefiting from being stored in smaller storages or when the rooms aren't walked through (Isotopes, food items)
Desired: commodities which are known to fetch a high price in a specified system.

Some cargo can be multiple things at once. Tea can be perishable and exotic. An isotope can be both volatile and perishable and important. An ancient relic can be contraband in Cabal systems, hazardous and bulky.
(It's all just storage items with different tags on them that alter the price based on how much of a hassle it is to transport. It would need nothing more than a storage crate texture.)

#

This way you could have a crate that is both perishable and exotic, meaning that you'd have to try to grab it and deliver it to the furthest system you can before it expires. It'd be like a mission that the player sets up themselves by accepting the challenge.

There could be some very annoying combinations, like Hazardous and Volatile together, which could also happen when transporting several different cargos at once, but imo it'd be a part of the fun of setting up the ship to accommodate the new cargo requirements.

rapid kernel
#

sounds like a Career 2.0 economy thing but I don't see any reason to add more gimmicks into the actual cargo unless they're used for future ship parts

zenith loom
#

what if you added drugs to the game, with every drug providing a specific benifit to your crew, like meth increasing running speed

left badger
#

Actually interesting idea

#

Add a black market

#

Drugs selling and buying

#

Police drug busts

#

Also maybe add races where you can race other pilots

#

So it isn't always about killing people

#

You could with that then add police chases

digital scarab
#

we already have police chases

grave heath
#

💀

fallow timber
#

thats why you gotta slowly lower the level

limpid geode
#

make 1 desert bus cargo mission where you can't hyperdrive but they open up a 10 hour path to the desired station

lyric hornet
#

If there are going to be more resources, then I'd really want the resources on the right hand side of the screento get a scroll bar or something, or the lowest part of the resources bar is going to become obscured by other UI elements especially when using mods that add their own resources.

#

tldr: One feature I'd want to see is a scroll bar for the resources. or a way to resize it manually or something

#

The right hand side the resources at the bottom are getting obscured by the UI

left badger
#

And they aren't really chases

#

It's more just they stand there, then they see you and go into shooting position and that's it

digital scarab
left badger
#

And they are always just "police try to shoot you"

#

I want high speed chases that are literally all about speed

digital scarab
left badger
#

They just chill outside my visual range

#

And do nothing

digital scarab
left badger
digital scarab
#

I think if you commited a mass murder and then drove away the police wouldn't hold anything back

left badger
#

Right now the goal of the police is just to kill you so how about they add a type of police chase where they dont instantly fire their weapons but try to ram you

left badger
#

But there's different crimes you can commit

left badger
digital scarab
left badger
#

Like I said a blackmarket

#

And illegal racing

digital scarab
#

illegal racing would not be a thing

#

theres literally no speed limit

#

and its SPACE

left badger
#

And ? Who cares it would be fun as a mission

#

Furthermore I am very sure space still has laws as you can't just behave like you want

digital scarab
#

and why shouldnt police just kill you? its more fun than just a fine

digital scarab
left badger
left badger
#

Truly

digital scarab
#

pretty much every system is at war anyway so it makes sense

digital scarab
left badger
left badger
digital scarab
left badger
digital scarab
left badger
#

Maybe to not fly around as a hazard that would potentially kill people

#

Why do street rules exist irl? For that reason aswell

digital scarab
#

its a sandbox space game not a driving sim

left badger
#

That's why it would only be triggered during racing missions

digital scarab
#

that would make no sense

left badger
left badger
#

You could also make the argument that the reason why it's illegal is because of illegal betting

#

Boom even a better reason

digital scarab
#

i guess that makes more sense

cold thistle
#

It just clicked to my head but "Current On Going Career Lobby Join", I wanna be able to join a career playthrough that people are currently in so there will be no hassle of reloading the lobby again with a crash...

And if ever there is no player 2 to 4, they become spectators until player 1 (always the host) gives them control and ship...

cold thistle
#

VS Career, both players will be on a small galaxy where they mine, resources, do the general things in career but with PVP...
The other player wins when they destroy a specific ship piece called "The Faction Leader's Office" which would be the equivalent to a main base in a RTS...

lyric hornet
#

I'm not sure if these next 2 suggestions have been named before. Both are essentially modding suggestions.

  1. I would want a better way of displaying resources to the right when having selected a ship.
    When using mods that also add their own resources, the resources on the bottom side of the column of resources gets blocked by UI elements.
    This is also more noticeable when playing at lower screen resolutions.
    One potential solution would be to add a scrollbar or something, but imo anything that makes displaying much more different resources at the same time in a convenient way is good enough for me.

  2. I would like alternative ways of unlocking blueprints.
    One way I would like to be able to unlock blueprints is by payment of something that is not straight up credits (think materials).
    This way I'd be able to make mods or add to existing mods items that can only be unlocked in higher tier star systems.

fallen nexus
#

Final boss

#

Maybe if u last long enough they send a captital ship

worldly rock
#

Building off of this, I think a waves-based "station defense" mission would be very interesting, especially if the waves were on a short timer. This would give a use for combat repairs, and by extension a combat use for the Manipulator Beam.

serene cairn
#

I recently played Hardspace Shipbreaker and realized salvaging ships can be fun.

Perhaps stations could accept loose components for cash?

cold thistle
serene cairn
cold thistle
fallen nexus
lyric hornet
fallen nexus
lyric hornet
#

I am suggesting alternative ways to unlock blueprints. Exactly what to unlock I'm leaving open here.

fallen nexus
#

Ah ok

bright hemlock
#

I heard some one talk about the idea of a brig, to bring on NPC crew that was stranded in space, that sounded like it had potential

lyric hornet
#

I always wanted some way to be able to capture abandoned enemy crew and maybe like sell them as PoW or something, returning them to the faction they were fighting for...for a price. Or maybe even for fame or something.

#

Seems like a neat little idea which should be easy to implement while taking little extra effort and require little tedium

limpid geode
fallen nexus
left badger
#

You could pair this with my black market idea

#

So now you don’t only sell drugs

#

But people too

#

What happens to them afterwards is not your business

#

Maybe add organ harvesting

#

🤔

fallen nexus
left badger
#

Ig but still a vanilla blackmarket would be nice

fallen nexus
#

Yeah

lyric hornet
# limpid geode On the flip side would you add ship slavery

No. Like PoW (which stands for Prisoner of War). Except capturing them and selling them back (similar to resources), I wouldn't really know what else to do with them and I wouldn 't want to have to carry them around aimlessly either. Might as well get some money from them.
Also I kinda surprised how anyone could even read slavery here when I literally typed PoW, nor would I know how something like slavery could even be implemented into a game like cosmoteer.

lavish arrow
#

~~or Russia. ~~

cold thistle
#

I really like that this "potential feature" is getting progressively darker than ever...

digital scarab
#

genocide missions

#

evicerate a planet's inhabitance

balmy quarry
#

lol, i think i can confidently say that we will not have genocide missions

mild atlas
#

awww, come on, is it ever truly a space game if there isnt some sort of illegal activities, atleast have illegal goods like spice trades

balmy quarry
#

there's a big difference between "illegal spice trade" and "genocide"

#

only one of those will get me canceled

keen spear
#

just call it something nice and fluffy like "puppy distribution to planetary population" but the animation still shows the planet blowing up

fallow timber
#

we could get xenocide maybe?
clear the aliens off the planet so people can populate it

rapid kernel
#

xenocide implies we have xenos in the setting, do we even have xenos?

#

the most alien thing we have is probably just hyperium and it's basically just blue gatorade

rapid kernel
#

lmao, ikr

rapid kernel
grave heath
grave heath
woven adder
#

remember that bacteria of extraterrestrial origin qualify for a xenocide, alien life doesn't have to be intelligent

cold thistle
#

Single Player Build Battle or PVE Build Battle

Your ship is constantly given money from that of architect starters and you will be faced to Lvl 1 ships, it will increasingly level up the ship matching your price range to any built-in and randomly picks within that price range...

#

This is another of those endless modes I thought of, one where the difficulty just scales up...

#

It can spawn one ship equivalent to your price range or like renegade packs that the accumulation is the same level as your ship level...

#

I added the PVE Build Battle so that, you can have bots with real players, or even players team up to face the constant waves...

#

The Bots are doing what I said above...

fallow timber
#

campaign?

#

literally campaign??

grave heath
#

(Technically it still is)

left badger
fallow timber
grave heath
#

Xeno-cide would literally translate to ''killing aliens''

lyric hornet
lyric hornet
#

Also with such remarks I see the context is fully left out.
We all know about the floating crew after a ship has been destroyed and for people to have some kind of way to interact with it (apart from using lasers to kill them or something. I mean a meaningful way to interact with them)
Instead of people extending that, I get a meaningless and empty connection between 2 words which only kills any kind of meaningful dialogue.

lyric hornet
#

You're missing the point. Please read above

left badger
#

I tried understanding what you are trying to say but I dont exactly see the correlation

left badger
#

Wdym

#

Capture people and then sell em off

lyric hornet
#

Look, I got covid rn and am NOT in the mood to have stupid discussions like these. Maybe some other time (but probably never).

#

THEY ARE DIFFERENT WORDS

#

ffs...

#

And this:
We all know about the floating crew after a ship has been destroyed and for people to have some kind of way to interact with them (apart from using lasers to kill them or something. I mean a meaningful way to interact with them)

steady thicket
#

PoWs are not slaves, sure if you don't have morals you can force them to do labor for you but then don't call them PoWs

left badger
left badger
#

But I would still disagree as they were still captured from a battle while they themselves were soldiers

#

Thus they are prisoners of war

#

How you treat those prisoners is up to you but they would still be in my eye considered as prisoners

#

And since it's in a war scenario they would specifically be prisoners of war

lyric hornet
#

It doesn't matter if we label them PoW or captured crew or future soylent green crackers. What does it matter how we label them?

My point is to have a more meaningful way to interact with the floating crew after they abandoned their ship.

left badger
#

We could recruit them

#

Sell them to stations

#

Maybe add a prison cell block

lyric hornet
steady thicket
#

PoWs are traded for other PoWs between two factions, so bringing them to a station should be enough (probably with a reward)

left badger
#

And you could force them into it with the manipulator beam

left badger
lyric hornet
steady thicket
#

they don't really need to change their allegiance, they'll just stay as prisoners until exchanged for prisoners of the faction that captured them

#

plus if I defeat you I don't expect you to join me

left badger
#

Maybe you can process the crew through a new part that gives you resources

#

And the corpse just gets dumped out of an airlock

#

And then you have resources you can trade in

#

Im thinking of like an organ harvesting station

#

Maybe get some bones and meat aswell

steady thicket
#

pretty sure that would result in the captured crew boarding you instead and fighting to their last

#

plus alive prisoners are usually way better than their organs if the tech is widespread

lyric hornet
steady thicket
#

hey I don't think you need to manipulate them into something safer than the endless void of space

left badger
#

You could risk prisoner revolts

steady thicket
#

that's not a risk it's a guarantee

left badger
#

Also no it's not

#

There have been many cases of horrible prisoner treatment

#

With nothing happening

steady thicket
#

they are still kept as prisoners tho

#

if you know you're gonna die better take someone with you

left badger
#

I mean they could maybe just be transfered for a prisoners exchange

steady thicket
#

if you have the tech then it's widespread and well known

left badger
#

Also if you restrain them enough it does not matter what their will is

steady thicket
#

anyways since this is getting nowhere let's not flood this chat

left badger
#

A prison cell block could also add prison ships

#

And new missions

#

Fringe could for example give a mission to raid a monolith prison ship

#

To get the prisoners

#

This would add missions where you don't have to just destroy the enemy ship

#

But you could also use different approaches like boarding it or just shooting the CR and letting the prisoners fly to your ship

#

The more prisoners you free, the more money you get

fallen nexus
#

Make a ship company

#

Where u can make a ship and sell it for credits and more crew influence

grave heath
#

Join the free Monolith stock market!!

#

ACTUALLY... Unironic idea, you could have rights for different things depending on the political system of the faction you join.
monolith Monolith could give you rights to start a company like above mentioned
fringe Fringe could let you recruit FSR ships as mercenaries to fight alongside you (Probably easy folks to persuade into battle)
imperium Imperium could see you becoming some kind of a warlord that gets special destruction missions and get you extremely cheap access of Imperium's stock.
cabal And Cabal could see you become a sort of disciple of the will of Sol to spread it around the galaxy and sort of participate or lead crusades (For the grave of its highness Sol!!!).

Locking each of these major game mechanics into playthrough long faction alignment could create A LOT of replayability.

#

Idea needs a lot of work but it holds potential. Faction alignment could be so awesome.

stiff geode
#

yeahhhh

cold thistle
#

Stations in Rescuing Stations Mission actually use their weapons for defense oh my god...

I always see like the small fringe trade station that has small cannons around it, STATION USE YOUR WEAPONS FOR CHRIST SAKE...

Why is there no ammo on stations in need of rescue...?

#

At least let them fire the flaks to destroy missiles...

cold thistle
#

If ever we get to have racing missions, I want there to be AI races we can bet credits in...

I'll be doubling my money!!!

#

Or why not just have Casino Stations...

grave heath
#

At that point add lootboxes.

cold thistle
#

99% of Gamblers Quit Before they Hit Big...

#

Why not make Hyperjump Relays have slot machines just like those truck stops that have games for you to play on the road...

lyric hornet
#

I already modded in lootboxes 😏 (kinda)

#

Does that count?

cold thistle
proper kernel
#

certain trade stations for factions to sell/buy certain types of materials in bulk i.e. be able to sell 25K metal plates in one go to one station or buy 10K sulfur from one station

cold thistle
#

Resource accurate sound effects...

I wanna hear metal pipe like sound effects when my crew drop off steel to cargo holds, tubes of missiles as clunk, a stack of ammo like marbles dropping etc...

||I Am Memeing...||

proper kernel
#

Lmao have mines be able to be pushed by manipulator beams to launch them at your enemies

red jolt
#

would prob only be a fringe activity tho

elder socket
#

and maybe shipyards can buy you materials in bulk too ?

#

If you are high enough reputation with a faction you can integrate their police comms network, you get intel on very juicy pirates and you get to do joined operations against drug dealers or smugglers

cold thistle
scarlet mural
#

Splinter/Branch Factions

Splinter factions would be small groups of pilots and crew members discontent with their faction that deserted and formed a ragtag group of cosmoteers. These would greatly vary in size, with some being tiny fleets of 3-4 ships and others being very established groups with stations and even sometimes a system largely under their control. These would use similar ships to their factions but may be slightly modified and have different color palettes. Instead of offering general bounty/faction conflict quests, they would offer quests to go destroy established faction bases and flagships both in the same system and even in other systems. These would prove as more extended, difficult missions that involve destroying larger fleets, whole stations, and the like. They would also request larger and more rewarding resource delivery missions as they are often in need of large amounts of resources to upkeep their combat force but lack the logistics of the major factions

grave heath
proper kernel
#

Experienced crew, the more they do the faster/more efficient they get so keeping the same crew for longer will increase your performance, and them dying would ofc reset the experience because new crew would have no experience. Maybe starting experience depending on the fame you have, or certain crewman that have a boost ability that they for example only boost ammo factory speed or something similar

red jolt
#

something like an ion lightning rod to either minimize damage in ion storms or generate an alternate form of power

normal acorn
#

A game setting that adds an expiration timer to loose resources floating in the void (so you can choose to make uncollected iron ore disappear after 30 min for example). This would greatly improve fps and auto-save time in multiplayer

scarlet mural
#

i dont think resources outside of your render distance actually contribute to much lag at all, though i might be wrong i thought that was optimized out a long time ago

grave heath
#

Despawning in general sounds like a cool feature, though things like ejecting resources shouldn't make them despawn as a lot of people dump their loot while tinkering with their ships in blueprint mode or drop them as a means to store them.

dawn onyx
normal acorn
#

They could just turn the setting off. Or turn it on for specific resources, like only raw iron and copper ore.

proper kernel
#

LOQ feature, when painting and using text, make the keyboard be able to select a letter by pressing the corresponding one?

fallow timber
#
  1. What's LOQ?
  2. There are several keybinds bound to single letters, so maybe add a special mode for placing it?
worldly rock
#

LOQ is probably QOL (quality of life) with Google translate applied.

left badger
#

Life of quality

fallow timber
rapid kernel
#

With the new clouds we now have more variations for POIs and I have a few specific ones I'd like to see going forward. I do hope we get specific ones and not just something that is generated together by coincidence

Ship graveyard in Gaseous Clouds - unlike a typical graveyard that appears to be a remnant of a huge battle, this type of graveyard would be the result of the clouds itself. While it'll be harder to clean up cuz of the clouds, we can make it worth the time by spawning in more storage vaults or abandoned ships inside it

Station in Electron Clouds - this one's for a little bit of a challenge compared to a regular station. It can be any of the factions and acts as an extra layer of difficulty if you plan to attack one or a convenient spot to hide in if you're cool with em

digital scarab
#

Or it could also be pirate bases

proper kernel
proper kernel
proper kernel
proper kernel
fallow timber
#

ahh
makes sense xD

rapid kernel
grave heath
# scarlet mural Splinter/Branch Factions Splinter factions would be small groups of pilots and ...

Just read this and great idea.
On the counter, there could also be "genocide" missions issued by factions to destroy these breakaway mini-factions completely and take no prisoners, as they'dobviously be a huge internal problem for them.
So that way you can pick your side, either ally with the faction or their revolutionaries.
Also, since Fringe is already a messy and disjointed breakaway resistance, it wouldn't have these factions.

scarlet mural
#

some ideas to make fielding massive ships early less lucrative, even if you theoretically could, without outright adding silly arbitrary restrictions. i think these ideas in combination could make a decent alternative to the current crew system.

  • warp tax:
    you get taxed a small amount of credits every time you use a hyperjump relay that is proportional to how much crew you have. it would be a small amount but enough to discourage massive amounts of crew early on when you dont have as many free credits. (i think this would be a more functional implementation of something like a crew wage that wouldnt heavily punish idling/using timewarp and not being apm optimal)
  • strength limits
    the dominant faction in the area imposes a restriction on the total credit value of your ships in an attempt to keep better control over the system. this credit value would be proportional to the difficulty of the system and be somewhat increased by your fame with the faction (aka if they like you, theyll let you have stronger ships in the system.) if you exceed this strength limit, the faction will first give you a verbal warning if you are on good terms with them, or instantly attack your fleet with a powerful peacekeeping fleet if you are at negative reputation with them. if you continue to exceed the strength limit despite their warnings, they will send ships to periodically demand a hefty tax based on the value of your ships, and if you refuse, they will send a peacekeeping fleet after you and you will lose reputation (not to mention the reputation you lose from killing their ships). this cost will not take resource cost into account

The idea behind these mechanics would be to provide a more natural feeling and immersive cap to the cost of your ships. you could still create massive doomships in the third sector if you wanted, but it would be discouraged by ingame consequences.

grave heath
scarlet mural
#

not necessarily crew fame limit though im not a huge fan of it, but just referring to some of the other ideas that are circulating that are somewhat arbitrary all things considered

grave heath
#

And so would most sane un-aligned person in a sci-fi war scenario right? Bigger ship guarantees more safety and higher likelyhood to win.

elder socket
#

Black market traders, third party ships (not affiliated with a faction) who trade you rare goods like tri-steel, enriched uranium, diamonds, for a little more money than usual, but in large quantities. They are escorted by powerful ships even in the early systems and you have to pay a fee to get their coordinates.

shadow cape
#

A more complex crew hiring and assignment system.

Sorta like FTL/ Rimworld style but much simpler.

I wanna hire a certain person who has flight skills to be the captain. Or weapon skills for well… weapons.

Oh and of course the longer a crew member works on the same job, the better they get.

I really think this will add a new dimension to the game and will fit in nicely with what’s already there

wispy basin
#

Complex storylines / quests with multiple stages. Or emphasis on a living world. IE, a cabal base might put out missions for missiles and ammo and then stage an attack on a fringe systems base, this could include different factions being able to push others out of systems.

More advanced AI for ships, ie (be able to set mining ships to mine astroids in an area automatically)

And lastly, although this is probably impossible, being able to have multiple systems active at the same time

stiff geode
#

well something similar to rain world's abstract space might be possible

#

probably too complex though

verbal rivet
#

create own faction, allowing to make profit that way

verbal rivet
#

also:
hyperjump beacons could be "owned" by a faction, allowing only friendly factions to jump to for no additional cost, neutral for a minor sum, and no enemies.

new type of rocket: disrupter missle
hitting a component with this will cause several this:

  • minor damage
  • rocket will stick to the hitted part
  • will cause either energy drain to from that part or disable it until it is removed by crew (or shot by point defense)
    reloading should take a while, probably a bit shorter than nukes, but longer than HE

potential idea once boarding enemies is a thing:
high value target/bounty missions: bring a given and marked person (probably from an enemy ship) to a station. if you accidentally killed the target, you will get less rewards

faction based weapons and technologies
each faction is somewhat specialized on one kind of technology. to get the blueprints from those, you must get to a station from that faction, as they are the only one who know how to build that kind of stuff

maybe some kind of tears to weapons and other parts, unlocked by either doing missions or buying them with credits and resources
once unlocked, you can build a mk2 version of something, giving some kind of advantage, but maybe also some drawbacks to balance them (weapons go big boom as an example)

grave heath
#

Faction-owned beacons is a great idea.

#

Fringe's beacons could be public domain, Monolith could charge credits for you to use theirs (as an important transit route), Imperium would maybe ask for munitions and...Not sure about Cabal. And of course these fees could be reduced if you're friends with factions, and if you're nemesis they could even close it off and you'd have to defeat a patrolling fleet to use the relay.

verbal rivet
#

btw, maybe a qol upgrade: if you have multiple enemy ships and you use rockets, allow quick targetting meaning that each launcher targets a different ship (unless you have more launchers than there are enemies). if you have it enabled and specifically target lets say the reactor, it will do the same for the other targets as well

#

(could be part of the ship ai update)

quaint spindle
#

Non faction aligned trade ships. (Would need different designs) I find it weird seeing Monolith trade ships going to a Fringe trade station when they are at war with another

glossy vigil
#
  • The possibility to give some AI behaviour to our ship (like class : miner, kiter, ramer, etc).
  • Give that kind of AI to NPCs.
  • having a option in career to limit the max cost of your ship at the max price of the opponents in your current sellar system.

I believe these combined could give an RTSish vibe to the campaign, playing with a fleet of ships rather than one big behemoth

grave heath
# glossy vigil - The possibility to give some AI behaviour to our ship (like class : miner, ki...

I like these. Configurable AI is planned but a built-in price limitation would be cool for sure. It would encourage cost optimization over crew optimization just so reactor spam isn't the optimal solution and centralization is more frequent. You could have a cool in-universe reason for why specific star systems have specific price ranges too!
It would however, make returning to a previous system extremely annoying, so it would probably have to be something like a taxation or a nerf for exceeding the price range.

#

Speaking of which.

#

Faction tax collectors would be amazing. Monolith collectors would be the most relentless and annoying, then Imperium, Cabal, and Fringe could maybe not even have them at all (Tax evasion schemes have driven them extinct xd). They'd belong to the faction that has most influence on the sector . They'd check in with you and once in a while and ask for some percentage of the money you own. It'd be hilarious if they check in while you're raiding a pirate base and it gets tugged into combat.

round harness
#

i love this idea

merry wigeon
#

That's quite cool, it would be nice (if anytime player stations come to life) to have tax collectors to knock at your door and grant "protection" (aka not killing you) in exchange for money... But maybe on mid-late game so new players don't get annoyed by it, and maybe they won't tax you if you don't have a station

stiff geode
#

more wedges would be nice

verbal rivet
#

Weird idea: (potentially in combination with a mission)
Capture a faction ship (without destroying the whole ship), get people on it and repair it (so far everything normal). Then, loose the wanting and disguise as one of the factions to infiltrate the faction, cause conflicts (once they are added) etc.

real cipher
#

Wedges and Composite wedges like the ones in KA would be nice

#

We can always find a use for small cosmetic armor

weak robin
#

Some sort of device/option or something that allows you glue/weld other ships to your own ship such as ship debris not docking like they are welding to your ship would be nice

fallow timber
#

So, docking but worse and probably easier to code.

#

Would love it!

#

Truly making a fringe ship would be ultra fun, only problem is how you're gonna combine the colours, roles and whatnot

elder socket
#

Random pirate riots :

Pirates, usually hostile between one another, join a single team and start to gang up on everyone else. You are warned a few minutes early to let you prepare or evactuate. More common in higher level systems, but also more timz to prepare there. None in starting systems.

Factions may go on a temporary truce to help fend off the pirates except FSR who joins them. Also, if you're particularly high reputation with FSR, you may be able to pay to get ignored by the pirates or even join their ranks !

Thid event will happen very rarely and will end only after a large part of either side is destroyed. If npc stations are destroyed, FSR stations will replace them and the control of the system will shift heavily towards FSR.

Helping to defend against or joining the ranks of the pirates will yield rewards from the factions you helped and each subsequent riot you participate in for the same side will yield increasing rewards.

#

If there are radio channel you can get early warning thanks to the spike in police and pirate activity in comms and warnings by military corps

grave heath
#

Pirates helping and having a secret alliance with the SFR is weirdly wholesome.

round mist
#

I would love to see "special" weapons and system that are earned through quests or events. Maybe have a story behind them like the "great dread pirate's truster".

These would have perks like a longer range or automated or smaller blue print. I envision these repairable, but once destroyed, they are gone.

fringe fjord
#

Being able to co-own ships in multiplayer, and be able to give commands and do construction on a ship at the same time as somebody else.

noble totem
#

-Random Encounter Events with other privateers throughout your career. Have them make progress alongside you, with questlines and endings like them joining your fleet, sacrificing themselves to save you, or ending in a dual.
-Large fleet battles where you have to assist.
-Ultimately having to end up in atleast one conflict with a major faction. Even if you try to remain neutral, any major faction should ultimately view you as a threat and will send a fleet to decimate you.
-Capital sectors with actual capital stations for each faction. Monstrous constructions with unique superweapons.

elder socket
#

Megaweapons that are static and controlled by having ships near them, allowing for artillery bombardement of far away ennemies (2km+)

#

but owned by factions so they get angry

#

when you use them

weak robin
#

Mabye ships designs you made are sometimes randomly pop in place of pirates?

atomic fern
#

I'd ike to see dynamic trading, faction conflict and some sort of respawn vessel in co-op waitting for my buddy to manage to put together something for me is just not fun.

rapid kernel
#

The early part of career gameplay were you're just a tiny ship and one wrong encounter can blow you up in an instant has a more intense survival feel than being a large brute of a ship, trivializing that would lose the charm so please don't change anything that removes that experience.

#

just wanted to say that 🙂

verbal rivet
#

Once faction wars are a thing, this might be interesting:
A factions homesystem, aka one siystem with near 100% occupation of one faction.
This system will have a massive central station of given faction representing the last spawnpoint for ships and it is defended by multiple major defense mechanisms like current stations and defense platforms, but also some walls you have to get trough

real cipher
#

I got a mine idea rework after watching a video about mines in space. Basically, mines right now act as, well, minefields, not very effective at what they do since all you need a PD.
So my suggestion is, why not have them act both as some sort of detection system (they allow you to see in their close proximity) and also as stationary missiles.

Hear me out, basically the mine is like a missile sitting idly in space until some ship flies by, then, once active, it actively propels itself toward the target, instead of waiting for it to come close.

worldly rock
#

Homing mines? Interesting.

grave heath
#

The REAL usage of mines is deploying them on the spot to utterly obliterate anything charging towards it, and it works WONDERS

real cipher
#

I feel like only NPC ships fall for it

grave heath
#

Lmao they're the best at pvp.

#

I like the idea of homicide but only as its own separate weapon.

#

*homing

#

COME ON AUTOCORRECT

real cipher
real cipher
#

Maybe a different type of mine

grave heath
mighty stump
#

chaingun rammers are decently heavily armoured

mighty stump
uncut shoal
#

The most important things that I would like to see: Dynamic economics (already in the roadmap), dynamic politics between factions, simulation of life - ships do not just spawn and fly through the system, occasionally demonstrating a goal in the form of "well, I came to trade, otherwise there are a lot of resources at the station," somebody went to mine ore, someone to accompany a merchant ship, a third in search of pirates, etc., and also I just dream of an AI designer like Avorion, that is, there is a group of commands, there is a ship and you can order him to do anything, accompany and support one ship there, or look for opponents, patrolling, go on some kind of mission, go to extract resources, transfer these resources to some station (for example, your own too)

lyric hornet
left badger
#

It has been done before

rapid kernel
#

can we get an extra factory for hyperium that makes it better? something more dense basically

#

it'll sort of lessen the load on crew when doing emergency jumps mid combat

#

helps in minimum crew ships like haulers getting ambushed

scarlet mural
#

i think crew inefficiency is a perfectly good consequence of low ftl efficiency

worldly rock
scarlet mural
#
  1. technically yes but the larger hyperdrive sizes only require 1-2 of them on massive ships which can be placed near a large reactor to reduce crew inefficiency which is a cornerstone of logistics
  2. currently a bug/exploit exists where u can have instant hyperjumps through turning an unsupplied hyperdrive deactivated and activating it to trigger the jump instantly
mild atlas
#

I mean, mid combat jumps is the Blink Drives whole thing isn't it

worldly rock
#

Those would definitely be awesome, I'm looking forward to those.

rapid kernel
#

I'd still love a factory that fabricates better hyperium (I guess packs it up into a denser version) for better FTL efficiency with smaller hyperdrive setups/modules
Maybe serves as a tradeable fuel for batteries too.

real cipher
#

Yeah, a better refined hyperium sounds dope

ancient marsh
#

Sounds very cool!

gleaming breach
#

This was probably already suggested but here's an idea to make the players feel like their actions affect the world around them.

For certain resource delivery missions the players may see a shipyard with a partially built ship. Upon successful transfer of said resources, the station's crew would finalize the construction of that ship and it would then fly off.

grave heath
#

More non-agressive missions would definitely be nice, that would incentivize staying in a single sector for longer, maybe some sectors could even instill cooldown fines (More hyperium needed) on jump relays when you first enter a given sector, just so you don't ''sector jump.''

steady thicket
#

No need to nerf certain playstyles, just provide more playstyle options

#

Also I do the resource deliveries quite often, tho mostly just for ores and extra enriched uranium/processors I don't need

mild atlas
#

Biggest issue with the "delivery" missions is the timer runs before you even accept it, I'd be more ok with it if it started after but would be much better if it was a proper deliver mission where you accept it from one station and the resources are loaded onto your ship there amd your tasked to take it to another station, preferable to another system entirely but that lead me into a whole other convo lol

steady thicket
#

I'd call that resource transport (and it would be great)

#

#1163981369039396926 message also I suggested this some time ago

serene cairn
#

On the topic of trading missions, i believe career has fundamental issues in terms of economy.

Building a ship is essential.
You need resources to do so.
You need mining for said resources.
Mining is not fun.
Resources are only used to make ship components, which you will want to use.
Resources are already less valuable than crafted components.
You already get oodles of cash selling excess steel from wrecks salvaged.

There's just no incentive to haul and sell raw resources that were better used on your ship.

rapid kernel
#

I've tried doing pacifist runs and ngl the amount of mining you have to do is pretty high just to get a decently sized ship

#

needless to say, that part gets old pretty fast and I usually love mining in games

#

the only thing I can think of is to make larger rocks spawn more frequently and probably more so in your starting sector

#

cuz there's something therapeutic about splitting large rocks compared to decimating the small ones

spice tulip
#

i wonder if anyone has ever tried just direct controlling a mining craft, so that way instead of it automatically mining and gathering, you have to mine it manually and aim the laser yourself, then afterward collect the resources

golden pond
#

ai can mine asteroids but therefore asteroid desty is heavily increased and so is gaxexy size and the amount of stations are increades and maybe some more ai ships and the way they work

stray wren
buoyant quartz
#

Few things here:

  • Convoy intercept missions with valuable resources, providing an incentive to disable (Not destroy) ships.

  • Increased Iron:Steel ratio, combined with slight nerf to ship graveyards, making refining more optimal. (Note: Only a slight increase in steel factory speeds so that 100% uptime is more achivable)

  • Something similar to collectors/mining that can directly construct ships, ideally somewhat expensive so that shipyards have a use.

  • Shipyards having a discount on resources when constructing ships and being able to build ship designs you import, but said ship designs have a penalty when disassembling them (Similar to how captured ships work atm.)

#
  • "Refinery" stations that can process raw materials for a small fee
fallow timber
buoyant quartz
spice tulip
#

thankfully its more iron plating because actual steel usually has some carbon in it, and that would be very costly

spice tulip
#

SMH

buoyant quartz
#

Smh

spice tulip
#

that is not

#

sigh

buoyant quartz
spice tulip
#

facepalms jusus fu-

buoyant quartz
steady thicket
plucky finch
#

Dynamic faction conflict, more so than we see now. Certain star systems that are empy/deadzones that are housing maybe just miners or explorers from local factions or pirate bases that rule the star system solely.

Being able to send your ships on it's on missions, even just minor ones like mining or selling off ore, or breaking down ships without having to monitor every step.

golden pond
#

This is my first valid suggestion dang bro

#

Wait no wrong thing uhhhh

#

Oopise

sullen smelt
#

Seeing the date probably way late to the party, and haven't read all of it so maybe it will be doubled (D:), but adding to QoL career preview from other thread some tools to increase construction/repair speed.
I assume that the increase to 85% from self salvage is to encourage players to repair ships instead of reloading saves, but for bigger ships severe damage will be very long with just crew repairs

soft sigil
#

player made stations

round harness
#

a convoy raid mission so basically a factions convoy will going to build a forward operating base or something and you have to destroy all the cargo ships before it reachs the destination where there are more defenses for you to fight alo the convoy will have escorts with it

orchid mantle
#

I don’t know if someone all ready said this. But have the Whole Galaxy be persistent.

Now, I assume that since factions will fight over territory in 2.0, perhaps it will be persistent rather than individual cells at a time.

I more so speak to multiplayer where we don’t need to be in the same solar system to play.

Edit: I know it would tax the CPU more than anything, but perhaps it won’t be worse than X4 Foundations or Late Game Stellaris. It would probably be fine with how small the galaxies are. Moded ones where they are bigger in the other hand. Well, it all depends on the individuals hardware.

elder socket
#

I'd like to see the usual bounties where you go to the circle and kill the pirate largely removed aside from tutorial missions. These pirates don't really do anything and it makes no sense that they just loiter here. Instead, the main mission could be roaming pirate, with pirate zones being replaced with pirate mining ops, pirate looting/distress signal (pirate zone but there's also a dead civilian ship there, or one under attack), pirate convoys, where a pirate group is moving loot around.

steady thicket
#

I think it can stay but as a place where the pirate was last spotted

#

So it would sometimes move

#

Also the circle should be removed and instead a single spot should indicate roughly where the pirate is

#

The older the signal is the further the pirate can spawn and sometimes it can just not be there

#

But the first mission or two should always stay in the same space and the pirate should always spawn

simple saffron
#

Incentives to create a trade hub/platform in a system that you may need to defend from enemy faction assaults in the system (i.e. the current dominating faction that you don't have a really positive relationship with). These incentives could include vast amounts of money and resource awards as well as fame and most importantly, a passive way to accumulate crew for future projects

#

Said trade platform should also be able to automatically complete trades for certain resources with other trade ships that may visit it just like any other faction trade platform. It would probably be most wise to implement a "station balance/bank" so that way its automatic trades dont run the risk of bankrupting you in the shadows whilst you focus on other gameplay elements

#

It will only spend the amount of money it has in its balance and can regain assets and credits through selling off unwanted resources (from one of your freighters or miners), or by simply having the player manually dump a lump sum of credits back into its account

small bison
#

I’d like to design and build a defense platform to leave at a rescued station as a mission. Once I transfer control to the station or faction their crew operates it and it stays with the station.

red wadi
#

Pirate missions should also get replenished, when the time passes, more pirates appear and get bounties on their heads

golden pond
#

I meant how many asteroids

red wadi
#

The asteroids will respawn to make up for what AI mine, they won't mine it up

frail karma
#

making youre own faction with ai shps and stations that create revenue

abstract pelican
#

I don’t much like the current, keep building your ship to eventually fight bigger ships Repeat, id much rather have a sins of a Solar empire vibe, we’re you build up your empire take Territory deal with politics, and rather then just building one huge ship at the end to fight huge ships, having a ship class System, for instance 200k attackship, 500k destroyer, 1000k cruiser. Wen you go to war with a big enemy rather then just a few huge 3m ship you may have to fight 5 destroyers 6 attckship and 2 cruisers.
Something like 1900s warships, were building a huge ship cost more then the same material in destroyers, from the time it takes, to the shipyard itself,

abstract pelican
# signal abyss Maintenance tax as ships scale?

that would be cool, you would need ship yards to build complex parts like reactors, and lager ship yards would cost a lot, and also this idea would also mean being able to take control of planets and territory witch means you need petrol ships, as well as your active fleet,

signal abyss
#

Thats clever, sometimes I wish larger ships had more complex features or multiblock structures

#

such as those from the ACE mod (if you remember)

abstract pelican
#

yeah exactly. you would start the game with a colony, small ship yard, and a star base as well as a few other small craft, like mining ship etcetera.
your enemy would include not only pirates and the 4 main factions, but other colony you can trad with make alliance or just take over to build your empire.

#

if you are aligned with one of the 4 main faction you can outsource your ships to be build by them like Japan did with some of there old ships.

tawny geyser
#

Maybe there can be an event system that spans an entire solar system like large scale seiges by pirates on stations and you have to protect them or wars between factions. They could be triggered or happen randomly. You can choose to run away to another system if they're too powerful but if you let the pirates win maybe the entire system could go under pirate control and they can expand their influence.

bleak adder
#

Maybe add a final Boss named Bus

vapid sparrow
#

A hand made map full of mysteries like in kenshi or fallout, we can sitll keep the classic procgen map, but like, it would be cool to have hand made unique stuff, having abandoned ships and graveyards and space temples and treasures placed with propose and consideration to lore and player experience

mild atlas
#

you can easily have all of those on the current systemgen??

vapid sparrow
#

no like, you can tell when thigns are auto generated vs handmade

mild atlas
#

so?

vapid sparrow
#

i just think unique structures would make single player more compelling, because right now once youve seen a high difficulty area youve seen everything the game has to offer

mild atlas
#

ok again, i dont see how you cant have that in the current system gen

#

making the devse waist time on both the current galaxy and systemgen and making them also hand craft a map makes no sense

grave heath
oak tinsel
#

Light RPG elements for certain crew. Maybe for each crew role on a ship you can designate one of them to be the Captain or Leader for that group. They are automatically indicated with a favorite star (for tracking) and as long as they are alive and the more missions/battles they survive the more efficient that type of crew becomes. Small upgrades here, like 5% speed increase or something. But the downside is if they are killed or lost in battle, you have to designate someone else and start that build to attain the bonus. I know boarding/Assault crew are on the docket. Am looking forward to that.

vapid sparrow
oak tinsel
vapid sparrow
#

the thing is right now it feels really random whether or not a crew dies, and its still pretty financially painful when they die, if you really want to pain people for losing crew keep track like in sunless skies or darkest dungeon

real cipher
#

Likely suggested before but: In-planet fighting. When approaching a planet, an icon like the one of warp appears, allowing you to land your ship in a sector.

Planets could have physical features like terrain which one could exploit and navigational hazards like storms and ground emplacements like pirate bases but on the ground.

real cipher
# oak tinsel Light RPG elements for certain crew. Maybe for each crew role on a ship you can ...

Definitely a doable idea for the phase that adds crew Boarding, by having us build Armories and things like that which increase their combat ability. An officer cabin to increase general crew stats, quartermasters or gunnery cabins to increase the guns efficiency (likely capped to adjacency), lift-armor stations to allow crew to carry more stuff at the cost of speed are general ideas that come to mind

mild atlas
#

Why, it's a spaceship building game, best to keep things in space

turbid sinew
#

I would like if worlds had a purpose like Star sector like generating resource also would like to see faction conflicts.

vapid sparrow
#

i think there shouldn't be planet fighting, but like, how in sunless skies you can pick up stuff from objects, something like that with planets

#

or like, crew fights on planets

vapid sparrow
#

right now everything seems random and unimportant

#

but like, if the cabal areas had less sulfur and more urainium it would explain why they favor laser weapons

vapid sparrow
sweet parcel
#

A more varied npc ship conversation might help. Like, "We surrender." or "You are outmatched." starts to get old after awhile. Might start with "Dump all your cargo." or "Prepare to be boarded." " Join me and I'll give [insert incentive here]" this and all the necessary stat and conditional checks to make it work.

verbal rivet
vapid sparrow
serene cairn
#

@balmy quarry

Wanted to chime in and say that the surrender feature is extremely fun to play around with. I would like to suggest some possible alternatives, namely for piracy.

What if a hail option for cargo vessels was less so a surrender and moreso a "dump your cargo or else" which would force them to toss their crap out the airlock.

Instead of IMMEDIATELY sending patrols at you for a rescue, this lets you plunder thle cargo without resistance if successful, b u t it tanks your reputation pretty badly and spawns hostile fighters of that faction to permanently patrol the sector and engage you on sight.

Meaning you trade immediate hostility for delayed heat.

elder socket
dawn onyx
# mild atlas Why, it's a *space*ship building game, best to keep things in space

🤓 ☝️ Planets are in space.
But if we keep to just ships, then perhaps finding a wreckage, an asteroid with a cavern inside, or an abandoned facility may yield the same kind of mission.
It can treat boarding as more than a combat tool and could involve puzzles and the like. Or simply offer boarding without the stress of ships shooting each other to bits.

vast tulip
#

Here's my "list" of features i'd like to see in career 2.0
Building stations in asteroids (for extra protection)
AI control over your ships (AI settings like, mining,hauling,trading,fighting)
Solar panels
Ability to transfer control over your ship to other players (in MP)
Cloak shield+anti cloak sensors
ability to declare wars of different factions (both sides will instantly attack each other)

golden pond
vast tulip
mighty stump
#

when in doubt, hamburger_menu

ebon hound
#

allways

gray widget
#

Would be cool if we could assign some crew or a ship in our fleet to complete missions on planets. So you dock the ship there, they go down in a dropship, then return with credits or spoils depending on if they succeed.

Could take 2-3 minutes to complete a mission, so you drop them off, go explore the solar system, then come back and pick them up or have that ship rejoin your fleet

elder socket
#

New mission : Dangerous space exploration

Contact shielded beacons in sun radiation zone and ion storms

vapid sparrow
#

obviously MMO mode would be great but sadly isn't to be

midnight tiger
steady thicket
#

I think enforcing that players build fleets instead of one giant ship shouldn't be done like that, as it would be extremely limiting

#

Instead, the player should be encouraged to build more smaller ships because of the missions and fights they'll have to fight, as they could require attention to multiple parts of the battlefield at once

#

You could totally steamroll through one part and then focus on the other, but you'd depend a lot on how fast you can do the first part

abstract pelican
compact vapor
#

yeah just making the whole universe more dynamic and interactive and replayable would be nice

white vessel
#

Blueprints only being available from one or two different factions (bringing focus to maintaining relationships, or requiring adaptation to different part availability). Blueprints requiring good relationship status to become available.

#

This thread appears to be locked?

gray crescent
#

click on it it should point to

#

oh right

#

its on the beta channel

#

get the beta tester role

white vessel
#

... oh, actually. Didn't realize you can just join that. Thanks, Jani.

gray crescent
#

yeah

turbid solar
#

Auto mining for resources

Alternatively, making a (infinite/time based respawning) resource node, maybe a planet?

That could spawn in pirates if you stay to long so it’s not just infinite grind

vast tulip
turbid solar
#

3-5 minutes (at minimum) would punish the player for simply sitting around at the equivalent of, say a medium or large asteroid

vast tulip
#

or a form of patrols around the asteroid field where if they catch you. You'd lose fame&the faction protecting it will get attacked

turbid solar
#

go take the rebel claim and you can have the resources that came with it (middle danger but low "direct" pay out)

turbid solar
turbid solar
vast tulip
turbid solar
#

assuming it was lackluster style and you were meant to raid it, then ftl away would probably not be worth it cost wise, and flight would have to be done too carefully for it to not be tedious due to leaving crew

#

unless said resource was guarenteed tri, ura, or other high end materials, but once again, if so the field should be tiny, and we run into even more detection issues

south latch
#

Mission to clear a system ( stations will be replaced with that factions ones)

#

Faction vaults that contain riches and would be heavily guarded

weak robin
#

Different types of stars like binary binary blackholes etc

ebon hound
#

we have binary (and trianary i think), and blackholes are something eventualy planed

mild atlas
#

No trinary

#

But having more more diversity in stars would be cool, dwarfs and giants, pulsars and such

grave heath
#

I think this was one of the very first suggestions in this entire thread and I think it was me.

ebon hound
#

sadly nope, drdehaka has the first one, and xsnow got to the stars thing first

shrewd herald
dull mortar
lavish arrow
minor leaf
#

Don't forget: Faction politics

#

.

#

First person mode.
(Controllable main character)

#

Maybe some (Main and/or side) character lore and stuff to do like there is in Empyrion

#

.

#

If that ever gets added.. then don't forget... character customisation

scarlet mural
mild atlas
#

lmao, yea just make an entirely new game for 2.0

minor leaf
#

Ain't that what a 2.0 should be

#

(^^)

mild atlas
#

lmao no?

minor leaf
#

Ah. Let's agree to disagree then 👍

mild atlas
#

its a 2D spaceship building game.... why would walt and the rest suddenly remove everything they have worked up too just to suddenly make it 3D????

minor leaf
#

3D. What are you thalking about?

mild atlas
#

what do you mean by First Person??

minor leaf
#

Whell... I think 3rd person would be more precise

#

((( the posebility to controll one of these crew mates

mild atlas
#

even then that makes no sense, why? what could that add?

minor leaf
#

That's where the. "Something similar to Empyrion" thing comes inn

#

Npc shops inside of stations (just for funn)

#

Player to npc interactions

#

Character lore

#

Buut that's just a fare fetch idea witch we whont be able to do in years from now I gues

scarlet mural
#

probably never

mild atlas
#

Cosmoteer isnt a RPG

#

if you want something like that though, there is this EA game called Out of Orbit that seems to be taking steps to being something like that, its really early in EA and is being only made by one guy so like with Cosmoteer updates are kinda slow but might be somthing you wanna keep an eye on

#

Take on an epic adventure of cosmic proportions in Out of Orbit. Design, build, and manage your very own spacecraft. Raid, destroy, infiltrate, or steal enemy spaceships. Befriend or jeopardize factions. Build bases on planets to expand your influence and resources. Collect raw ores. Travel through wormholes to unlock new randomly generated univ...

Price

$11.99

▶ Play video
worn hedge
#

bro that would cause so many probems from like accidentally running into it, also the penalty already is that you could die to the same things you are pushing the starbase into, OR JUST DONT PUSH THE STARBASE IF YOU THINK ITS CHEATING

gray crescent
#

The penalty could just be detecting it its further than 10x its size

#

And warn beforehand

red wadi
gray crescent
#

have them not use thrusters at like 8x its size

#

maybe using the magic acceleration to get out of the way slowly

#

mmm yeah this is a difficult thing to solve

south latch
#

Crew combat and boarding

#

Lightning rod to divert emp attacks and storms

ebon hound
#

boarding

placid valeBOT
south latch
ebon hound
#

no idea, but it probibly could be something to mod when that happens

ebon hound
#

¯_(ツ)_/¯

golden pond
#

Faction territory moving and changing due to fights. Player can also influence this

minor leaf
golden pond
#

Yes

gray crescent
#

Walt's deity-like hand comes down from above and re-instates the faction back

stiff geode
#

they dont go after eachothers capital systems

#

easy

#

could be an option where they can tho

upper iris
#

bread for the crew

bleak tapir
#

Be able to change weapon attack priorities

south latch
#

So no faction will lose all systems rather they get the nodes instead

golden pond
#

mess halls and rec for crew

left badger
#

But why shouldn't factions fight eachother to death

#

Like yes they shouldn't instantly kill each other

#

But I think they should be able to

#

Otherwise the factions conflicts would just be meaningless

lyric hornet
# left badger But why shouldn't factions fight eachother to death

I'd say for gameplay reasons.
What @south latch explains reminds me of how maps for BF2 were setup. Some caps were set up to not be conquerable, meaning the3se would be zones from whicha faction could always fight back and not get exterminated.

This way the faction conflicts never end

#

Or at least make fully conquerable sectors optional, would be fine by me.

south latch
zealous cosmos
zealous cosmos
#

u can balance faction conflict in ways other than hard locking/blocking outcomes

minor leaf
#

otherwise.... it could might be annoying to realise that theres just one faction left after an hour of (grinding and station building) sesion

#

hmmm....

#

did i just spot a furry

#

arming the missile

gray crescent
#

as funny as it would be to say "hi" i just prefer to ask, why even

stiff geode
#

use the power of :3

lament niche
#

Building up your own faction with trading routes and stuff like that

golden pond
#

Roof launched missiles (missile silos) can be loaded with either nuclear warheads or regular missiles

#

Wait that should prob just be a suggestion

stiff geode
#

mods can save you

latent musk
#

??? this just gave me a stroke trying to read this

lyric coyote
#

sundiving stations with rare resources on board

sage zephyr
#

Though it probably doesn't fit the scope of the campaign, a feature I'd love to see is the ability to gain influence and Conquer systems myself. So that I can do more than decide which flavour of lone Wolf I want to be. I think it would add a completely new aspect.

Others are the ability to warp between systems independently from other players in Co-op

rich juniper
#

Would be a neat thing, each faction has things like capital systems and roving fleets you can see on the map

lyric hornet
#

A scroll bar for the resources list on the right hand side.

inner token
#

I forgot this thread is at least somewhat relevant so I'd like to suggest a couple things in individual messages (so people can vote on them individually)

#

Dealers at shipyards: In a shipyard, a dealer can hail you and offer to sell you a ship at a discount. You can also try to haggle for a lower price - although this can result in being cut off from the dealer. Your fame in relation to the system difficulty changes the percent chance of this haggle option

#

Salvage yards: some ship graveyards now have a station from any faction which forbids any salvaging - instead, you have to pay a salvage fee to actually go and salvage in the yard. You can of course destroy this staton at the expense of faction rep hits

#

Reinforcements transmitter: this has undoubtedly been suggested but seriously, it would be awesome to call in allies that warp in to help you if you put a jump drive on your ship

#

Other ways to accumulate fame: Possibly the most important suggestion on this list. Fame is the way to "progress" the career and if we can't earn fame from trade missions and the other new mission types, then being a merc will be the only way. Imo playing Cosmoteer as a trader, miner, salvager, etc doing other jobs would be an amazingly fun and fresh take on the game

sinful dragon
#

Black holes can brake ships a half by gravity( If ship is soo long)

grave heath
#

Finally, at long last — a reasonable counter strategy to orbiter walls.

bleak tapir
#

Can we get races that get different buffs for example humans could get 20% to operating things and orcs could carry 50% more things.

latent musk
#

racism

mild atlas
#

Ewww Xeniphiles

#

All my homies hate the Xenos scum

copper comet
#

What about robots? We train them to do all of the crew roles, but at higher efficiency and speed, allowing crew to finally take a break find somewhere new to be assigned

latent musk
#

having different crew types would be a nightmare

halcyon acorn
#

new crew type: roombas

inner token
#

space haven

shrewd herald
neat jungle
#

how about the option to start at a later game stage, possibly with some unlock condition because new players

something along the lines of giving you the money you're expected to have by reaching 5-8 systems rather than the 1-3 starter thing

mild atlas
#

That would screw over new players more then anything

#

Unless you just mean the more credits in which case that already exists, it's economy difficulty

#

If your trying to teach someone to swim you don't just throw them in the deep end lol

lyric coyote
mild atlas
#

I mean, just start I'm Imagineer then change back to whatever difficulty and jump to whatever system

mild atlas
#

I could maybe see more interest in a newgame+ style of a system, maybe your ships get recycled into credits amd you can chose a new ship to start with, maybe ups the difficulty either through the current difficulty system or by actually adding more hostile ships and having more higher level ones in lower levels area more similar to how Classic did it

frail bear
zinc terrace
#

-Dynamic trade is a big one I'm hoping for.
-Player profession/career (being able to specialize in certain tech, weapons, trading, etc)
-trade management interface/UI including for off-grid trading
-dynamic attack patterns for ships moving as a fleet (defensive, pull back, take heat, hit and run roles etc)

zealous cosmos
#

i know we all love to hate them but in this game it might be funny. ESCORT MISSIONS

latent musk
#

do we get this thing made out of 80% thrusters moving at 300 m/s and cuz they are all overclocked boost thrusters you literally cannot do anything t prevent them from blowing up

halcyon acorn
#

not sure what you're asking for

balmy quarry
ebon hound
#

i think something that could work for that would be some kind of ping tool to indicate simple comands,

#

would also help for hired ships if you want an npc escort, or for multiplayer if you arnt useing the chat

#

i guess an example could be the portal 2 ping tool

#

exept that the icons would have diferent things

gray crescent
#

you could select the ship itself and do the usual (reduced) commands instead i think

ebon hound
#

could work

gray crescent
#

different, idk a solid transparent circle as a selection temptative indicator instead of a dotted circle

zealous cosmos
# balmy quarry Honestly I think escort missions are probably fine as long as you have some cont...

control over the escort? that spoils the 'fun'. let us escort a level 1 through level 12 space and every time a pirate comes on scope they run off in the wrong direction towards the nearest station at top speed. stress, high stakes, irritation. as escort missions should be. (jokes aside, you're right, the game does lend itself to it but there needs to be a balance between not annoying and too easy to be fun)

shrewd herald
#

Take the Heigh(liner) road.

zealous cosmos
balmy quarry
zealous cosmos
#

panic intensifies

bleak tapir
#

Can we get stock markets or some other way to earn passive income even if it is small?

latent musk
#

can we get space casinos and like alleyways and stuff so we can sell drugs and gamble

latent musk
#

isnt the cosmoteer canonically a voice in the head of people who are legally old enough to have a job

#

so they are not children

fallow timber
#

and doesnt meth already exist in game?

bleak tapir
#

What do you mean?

grave heath
latent musk
#

glad to know 75% of cosmoteers agree with my stance on gambling

bleak tapir
abstract pelican
latent musk
#

drugs ftw

abstract pelican
#

lols

shrewd herald
#

I would disagree with that, given that I've seen what they do to a person's life and future prospects!

latent musk
#

coward

fallow timber
#

Them being expensive encourages you to have great success and great earning!

shrewd herald
#

I assume you're joking.

latent musk
#

if you have drug then you want more drug. if you dont have more drug you start imploding

#

simple right

shrewd herald
#

If you're seriously arguing that drug addictions help people be successful, I don't have the time right now to try to convince you otherwise. Suffice it to say that I have several family members whose lives, health, relationships, and future prospects have been ruined by substance abuse.

And if you're trolling, please stop. It isn't funny.

inner token
#

Jumping back to the space casinos thing, I like that sort of thing because it adds more "life" to a setting. Most cities will have their pretty parts, but also their ugly parts too, so having black markets and the like is a great way to increase the world's depth

shrewd herald
#

-# I totally understand that, I just don't like seeing selling drugs being treated as a laughing matter or a consequenceless choice.

inner token
#

Oh yeah, well in Starsector's case, you can smuggle drugs/weapons around, but that can get you in trouble with the law if you're not careful & you'll be distrusted by system patrols the more you do it

#

I used to always buy ship fuel on the black market because it avoids the insane 30% tariff, but doing so makes the patrols harass me so much that I can never carry anything dubious on board because it'll be confiscated and I'll get a rep penalty. And even when I'm clean the local law enforcement also damaged my ship mildly on inspection (that faded away once I got better rep with the faction though)

fallow timber
molten light
#

able to have your own automatic trading ships

#

(or that cargo ships call YOU when your ship has cargo that isnt designated)

shrewd herald
red wadi
red wadi
#

Something is evil doesn't mean player couldn't do it

#

However this will create content bloat, and drug dealing is certainly NSFW content which will probably change the game's rating from 12+ to 16+ or even higher

red wadi
latent musk
#

the world explodes

bleak tapir
fallow timber
#

Then again, DLCs are a thing

bleak tapir
fallow timber
#

Yes.

molten light
#

games with ''spice'' selling have been labeled 16+ before

shrewd herald
#

(I expect the rating will depend on a lot of things - potentially including how obviously similar to real-world drugs/drug dealing it is)

latent musk
#

impoverished fanged fighter shooting at your ship because you wont sell them drugs

south latch
#

Like illegal equipment or weapons

grave heath
red wadi
#

AFAIK this is a shipbuilding/piloting game, and almost any other game mechanisms are built around this