#What potential features are you guys hoping to see in Career 2.0?
1 messages ¡ Page 2 of 1
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
at first, it would be nigh impossible for the player to get there. But as the time goes on, and they'd reach legendary status, they'd be seen more and more often. After all, they're like a celebrity
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"
Also, imagine if the news actually mentions some of the player ships. "Mysterious warship spotted in [system], outmatches the competition"
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.
#1183050832560791562 message
#1182830477086818405 message
ability to set up a auto trade for stations
Planets and Starbases. Where the station mines the planet.
More Races eg Alien Lizard
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.
Most ideas i got from Kenshi.
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 !
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....
Wouldn't it be something if a space station could (re)build its own defense platforms? Say, up to a predetermined maximum (or just to replace platforms lost in battle).
I like that idea
Year that as a bare minimum đ
Amazing Ideas, way better immersion
Xeno hostile faction 
@balmy quarry
Absolutely hooked. The game you're cooking up has turned out to be the FTL killer i never knew i wanted. đ
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.
No need to ping the Devs, they read these channels often
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.
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
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
this is also very true.
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.
i do realy want an option to make your own faction
Being able to park your ship and offload/make a impropmtu station, setting buy and sell prices when the dynamic economy drops
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...
Don't hate on the civilian nukes >:c
That's a nice looking ship
Thanks.
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...
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.
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
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
-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)
i like this
Found on Google from ftl.fandom.com
The Last Stand starts playing.
Oh god war flashbacks
i'd say yes, but i play with the multiverse mod, so its more like the flag ship is the one geting ptsd
Sssssssstranger, itssss dangerousssss to go alone. Take thisssssss. hands over a gigantic ion beam 32-16-8-4-2-1 siege platform
what about the other one?
captions edition?
if it is that, then that basicly makes vanila x2 harder
no i mean the other flagship
also multiverse has events makeing fun of it
multiverse flagship, wrecked ghost flagship, under constuction flagship or mfk flagship?
slightly dificult sometimes if you dont have good weapons
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?
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?
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 đ )
- If I fly near an allied ship, it follows me** instead of refusing radio contact** ...

- If the AI is friendly with **MAX **reputation , small faction ships protect us

I feel too alone in the universe on my campaign over 
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).
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...
i don't like the idea of having crew level-up/crew grade because i don't like having to keep crew alive
could also mess up with pvp or player made faction in creative so it should be a career only feature
Well I donât 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 thereâs the added bonus of seeing your little crewmen progress as you progress like a mini story đ¤
in my opinion it should added to creative though i do agree the grade should not be added to pvp
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.
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")
Come on, your telling me Asperassa isn't a station you can easily remember lol
doesn't help that i can't even pronounce half of them
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 đ
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.
Environments and encounters that encourage different build designs in a similar vein to sundivers?
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.
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
possibility to land on planet and send the crew on planet
I would love an option to program my ship (preferably in Kotlin but any other language would be ok).
Some way of buffing the range for missiles, or another 'artillery' type weapon outside of railguns
just putting this here in case I forget again:
More radar stuff that actually changes how the fog of war works + some range buff
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. đž
- 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.
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.
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.
I'd be fine if there were prototyping costs, but not costs just to open up tech (this could just be nuance).
wrath from ping from ages ago
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: âWelderâ granting faster ship repairs, âSpyâ effecting goods prices & hostility/wanted ratings for a specific faction, âElectricianâ carries batteries faster, âPilotâ gives a slight bonus (+5 or 10) command points to the ship, âGunnerâ slightly effects ammunition/energy consumption or aiming speed or firing rate of all or specific weapons, âEngineerâ 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 youâre 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 galaxyâs stations and always hail passing civilian ships in case you find another trait youâre seeking to give a bonus to the ship build youâre targeting. I think these traits are specific to career mode since I imagine theyâd have game-breaking consequences to PvP.
Iâd 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 âcaptains quartersâ that is 2 tiles and houses one person: the captain. The player can name the captain and customize the captainâs appearance. Perhaps only one captainâs 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.
Iâm 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.
A setting in dom to shut of the asteroids lol its a thing with elim why not dom
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...
agree i prefer it to be a mod rather than a feature
so that walt have more time focusing on other features
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
Please no
Like deck cannons are very powerul already and promote less engineering than other weapon sytems
An energy counterpart would be ok though, mining laser doesn't really count now does it
Deck PDs
tbf deckcannons aren't meta in elim just because they rely on armor and speed meta beats them, however deck other weapons would be way way way stronger in comparison either way
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?
Don't think "temperarly enabling it" is that simple
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
can you at least tell me how do stations work with the cargoships when trading? is it just some script that makes a station randomly call for a spawned cargoship or something? I assumed the cargoships already had some sort of AI for queueing trade orders
Not sure, either way "temporary additions" for something like this would just look bad
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.
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)
I like this idea! An option to disable it could be added as well for those with lower performance requirements
Overlooked the "save on game resources" part
The whole idea for this is to make only important aspects of gameplay be tied to spawnable ships with crew and overall calculations, purely for FPS reasons; if anything these should be a slider sort of deal that slowly replaces things in game with non-interactable things, like the concept of how Texture Streaming works
make asteroids randomly fly around and whenever it touches anything the melee damage causes the entire fucking ship to explode
in other words : comets
I can see this being applied to asteroid fields and ship graveyards too for the added clutter without tanking much of the frames
I donât 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)
shipyards?
Shipyards are on the roadmap http://roadmap.cosmoteer.net/
Hello @ebon hound, that suggestion is already on the Roadmap: http://roadmap.cosmoteer.net
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
why not just make an algorithm that approximates crew simulation, and dynamically turn it on for all npc ships not in combat
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?
love the idea, if notes are used to give the ai commands, it woud be fun if you can place 10 notes for every programming part. in that way simple ships are still able to do basic task like mining.
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.
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...
for me i would like to have it to make autoselling and buying to make factories that dont need constant attention and to make smart ships that know when to flee based on sensors placed around the ship
if they have ai i think the ai can go away from any enemy with out extra sensors...
That would really mess up the economy and you'd be a billionaire after an hour of AFK
if you buy the raw and sell the full, you lose some money...
nothing is stopping you from doing it with active playing and you wouldnt have to, its a choice how you want to play the game
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
sounds fun.
The ability to build your own station and have ships autonomously fight/mine/defend and report back to location to unload/resupply.
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.
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
Base building/player stations would be nice
This with the ability to control the captain manually would be sick
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".
Carreer player up to want size.
Tools to disable or scrape ships but not damage them.
Isn't that just disruptors?
The disruptors are very poor choices. Large enemies have armor or too much space or simply too many guns or shields for your disruptors to safely shut down. And anything that isn't big enough for that is fragile to the point that the disruptor will destroy the thing you're spamming in short order.
at some point i'd love to see trade automation (build ships, send them off, profit)
trade automation kinda seems unprofitable
like, being a trade ship would probably suck
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
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 shipâs slaves crew and add them into your own instead of limping back to the nearest station with half your thrusters flickering
Thats what rail fans are for
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
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)
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
you can do that iirc but its not perfect
harpoon which can penetrate armour and cause fire
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
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
I was never able to prepaint generated asteroids (except as a new shiptype which is like swatting a fly using a fleet of A10s dropping napalm), I'd welcome this addition
myabe a easy way to program ships?
programming would be great
Customizable AI is coming if that's what you mean.
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
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
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 ^-^
so silly,,,
Boarding might be a cool way to do this.
Right now it takes into account firepower (combined weapons of a ship) and distance. Do you feel that the distance impact is not high enough?
Yeah, when playing co-op the enemy fleet all attack the one player's ship that has a little more firepower, so the rest of our ships are rarely in danger. I guess I'd want some of the AI ships to attack our other ships without us having to run up closer to distract them from the biggest ship.
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)
I wonder, does that have thresholds? It probably should, since distance has different implications when you're inside or outside railgun range or small cannon range for example (which is public information since we can see enemy ship layouts).
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
yeah, depending on what we're looking to do. In your opinion would it definitely be better (in terms of both balance and immersion) that the ai are splitting their attacks like that as opposed to focusing the strongest?
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
Not the one who was asked, sorry, but I'd like to add that only so many ships can focus the same target in a 2D game before they start blocking each other's shots, which I find happens quite fast. Spreading focus out would help with that
that's also true
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.
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
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
Making youâre own faction with AI ships
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))
I think a way to configure each ship's ai targeting priorities like in From the Dephs would be cool
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.
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
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 đ¤ˇââď¸
Agreed! We are actively looking into all 3 of those đŤĄ
For the second one, what's a potential solution for making the AI deal with flanks better if they are solo?
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
yeah that might be a good way to do it. Or having the AI rotate around their target in a way that reduces the impact of flanking. Might be worth looking in to. Thanks Pavloy.
yeah trying to get the enemies in a line as much as possible could also work
what if the ai targeted the closest instead of largest/expensiev
I experimented with this idea by modding the game, and the results were a little mixed. there are situations where it would be a little better than it is now, but on the flip side it is just as easy to get around it once you understand what is happening
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
yeah this is true maybe you could make different types of ships target different things
like you can toggle what a ship targets
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 đ
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
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
I had the same findings last week, hahahaha.
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.
nice! yeah lemme know, thanks for all the solid feedback and ideas.
as for "strafing" we can make it so that broadsiders automatically orbit their target (stereotypical shark behavior). it's a simple compromise as of now
i'll be honest, i don't play career that much so i don't know how lone being wanted last.
but attacking a station out of a mission or being pirate would land you an unending wanted status until you leave the system completely XD
iirc you drop wanted after being out of combat for a few minutes, its a minor inconvenience. do something 'illegal' and just evade any hostiles and they will get tired and give up, but that isn't what was being discussed. pushing a station around is not considered a hostile action
oh, i forgot that
a chance for a crew to spawn wearing a little hat
I second this, we need more variety and customizability for crew, maybe personality quirks and whatnot. Nothing that affects performance, but something that's just fun.
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.
i just think it would be a great eastwr egg
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.
I forgot if its in the roadmap but that has always been on my most wanted list for career mode 2.0
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.
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
forgot to ping em
oh wait should I? not sure if I clicked ping to be off
ÂŻ_(ă)_/ÂŻ
Also looked up a bit about:
- Finite State Machine in this reddit thread: https://www.reddit.com/r/gamedev/comments/oto86z/how_should_i_do_enemy_spaceship_ai_for_my_game/
- Using a bit of randomness for more "human" behavior, though I think Cosmoteer might have this part down pat already: https://www.reddit.com/r/gamemaker/comments/8hbpqf/topdown_spaceship_ai/
- Decision tree, and other things that other devs do for their spaceship combat AI (might be a more fruitful read): https://www.gamedev.net/forums/topic/677818-advice-on-spaceship-combat-ai-3d/
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.
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
Thanks for the info.
we are looking into the resource collection stuff, making salvaging easier/faster.
The slow down progression is a lot tougher because there's so many variables at play, it's hard for me to see if that's the right solution, but I definitely feel there's something off with the mid to late game progression rate. we are also looking into that.
just had an idea how to execute this simply, the ship should take into account the strength and distance of the opponent but subtract the strength and distance of other ships currently attacking the opponent from it (distance just in case the allied (presumably, should work for more than two teams) ship is very far away from the enemy)
isn't as elaborate as my first suggestion but it should have a vary similar result
and it's definitely easier to code
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 Iâd absolutely need to transition to a meta ship or else Iâd 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 âtransitionâ 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. Iâm 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.
logic should be able to control things like firing modes and rotation
probibly also hinges when they get added
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.
The thing I tried that seems to be working okay is just "If an ally is targeting a ship, then lower how much I want to target that ship"
They are still pretty easy to flank if solo tho, but at least now they favor distance more.
oh great that you actually added that
Ooh, I like the idea of tying fame in; what if, what if youâd 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 Iâm feeling it for sure
Oh and this potentially breaks pacifist runs too.
certainly
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
or Cabal with 
Yeah that makes sense too!
uranium would be a better bribe for imperium
steel and coils would slightly bribe fringe
tbf, fringe would probably take just about anything đ
that makes sence since they are a mineing company
i think because they use lots of ammo and also steel is needed for their massive armor blocks
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
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
The 3D printer is similar blueprint mode, you can load any of your blueprints into your shipbuilding field, if that helps
You can build yourself a useful space station
Something about planet and I wish I could join a faction or start one myself
#general message
sorry I just saw this
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
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
attack queuing of different parts of different ships than the one being targeted currently
Attack or order queuing is definitely something I would want to see in Cosmoteer đ
You can hold Ctrl to target parts on ships you aren't currently targeting.
ability to toggle AI weapon targeting for your ships so you can have more ships without the need to individually target every shipâs weapons, maybe through a part that costs a lot.
Obviously it wonât be as effective as individually targeting the weak spots of the ship youâre trying to destroy or immobilize or disable, but itâs 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 isnât impossible with 10+ ships
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
- Next galaxy?!?!?
- 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.
I mean systems
yeah
still, I would definently not like this
there's plenty of pirates spread across the galaxy already imo
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
It feels like the idea of the game is to have some combat but mainly mining right now
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
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! đ )
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
The one thing I am most hoping to see in Career 2.0 is more difficultly modifiers, as the current ''you take more damage'' and ''you get less loot'' is super bland. https://discord.com/channels/314103695568666625/1249831642441322587
[Yes this is shameless self-promo]
I think the deal more damage and receive more damage could be separated modifiers.
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
a new ship module that can slow the progress of hyper jumping
Hauling is fun đ
and is it bad that i basically have 400k of each item in the game?
when is ship to ship docking coming into the game?
Hello @fallow timber, that suggestion is already on the Roadmap: http://roadmap.cosmoteer.net
yeah phase 5

Black holes!
DUDE
the roadmap is RIGHT HERE
they probably know, there just saying they wanna see it for Career 2.0
Exactly!
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.
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
what if you added drugs to the game, with every drug providing a specific benifit to your crew, like meth increasing running speed
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
we already have police chases
Additionally if you give your crew too much drugs they may get addicted and if you then stop giving them drugs, they'll revolt and wreck chaos on your ship.
đ
thats why you gotta slowly lower the level
make 1 desert bus cargo mission where you can't hyperdrive but they open up a 10 hour path to the desired station
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
Non deadly ones
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
clearly you havent survived one then
I have
And they are always just "police try to shoot you"
I want high speed chases that are literally all about speed
if you do them the intended way they are
Never actually saw the police approach me
They just chill outside my visual range
And do nothing
then why are you comenting on how they work
Because I would like them to be a bit different and maybe have different types of police stuff
I think if you commited a mass murder and then drove away the police wouldn't hold anything back
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
No shit Sherlock
But there's different crimes you can commit
This would also mean you wouldn't die but rather get a fine
irl or in-game
We should have more in-game crimes
Like I said a blackmarket
And illegal racing
illegal racing would not be a thing
theres literally no speed limit
and its SPACE
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
and why shouldnt police just kill you? its more fun than just a fine
yea "dont kill factions" thats the one
Because them trying to ram you instead of instantly killing you would add more depth to the game as if there is different layers of laws and such
Great what an immersive world
Truly
pretty much every system is at war anyway so it makes sense
you know ramming does fuck all right?
No because then there would be even more rules if anything
Yes but the goal would be to stop you or get close enough to you
why? as long as you dont interfere with the conflict who gives a damn
Hm let me think why travel rules might exist
idk if you have tried ramming but most built-ins cant do it well and the ai is no better
Maybe to not fly around as a hazard that would potentially kill people
Why do street rules exist irl? For that reason aswell
that would just be tedious
its a sandbox space game not a driving sim
That's why it would only be triggered during racing missions
that would make no sense
Like I have already mentioned
Yes it would because it would be ab illegitimate racing ring
You could also make the argument that the reason why it's illegal is because of illegal betting
Boom even a better reason
i guess that makes more sense
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...
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...
I'm not sure if these next 2 suggestions have been named before. Both are essentially modding suggestions.
-
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. -
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.
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.
I recently played Hardspace Shipbreaker and realized salvaging ships can be fun.
Perhaps stations could accept loose components for cash?
We can already grind the ship components to their base materials and sell those themselves...
Yes, but perhaps this could be more rewarding, or an alternative for some economic difficulties... idk
I dont see the point honestly, because its already scrap, junk in space, there are even ship graveyards for this reason... It was intended for the game to scrap it and sell those mats to the station... Thats the gameplay loop I guess...
Maybe have like special blueprints or ways to modify weapons and parts
Well, special blueprints as in blueprints that can be unlocked in other ways so to give more options regarding the unlocking process (like make it cost a certain amount of some special resource or only after having gathered an x amount of reputation or after having captured some kind of object, for example).
Well those blueprints being special modified versions of a part
That wasn't my suggestion.
I am suggesting alternative ways to unlock blueprints. Exactly what to unlock I'm leaving open here.
Ah ok
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
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
On the flip side would you add ship slavery
Exactly what i was thinking when i read it lol
You could pair this with my black market idea
So now you donât only sell drugs
But people too
What happens to them afterwards is not your business
Maybe add organ harvesting
đ¤
Maybe the blood cult mod when it gets ported to modern would use organs as a resource
Ig but still a vanilla blackmarket would be nice
Yeah
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.
Source: third world countries
~~or Russia. ~~
I really like that this "potential feature" is getting progressively darker than ever...
lol, i think i can confidently say that we will not have genocide missions
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
there's a big difference between "illegal spice trade" and "genocide"
only one of those will get me canceled
just call it something nice and fluffy like "puppy distribution to planetary population" but the animation still shows the planet blowing up
we could get xenocide maybe?
clear the aliens off the planet so people can populate it
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
do we?
meth isn't all that alien
lmao, ikr
legit no idea, lost track of #ask-walt answers if there ever were any
Mmm yes, make an L shaped nuke ship, copy paste it 4 times while rotating it 90 degrees.
That implies we have aliens to begin with.
remember that bacteria of extraterrestrial origin qualify for a xenocide, alien life doesn't have to be intelligent
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...
Yes, accidentally squashing a bug from another planet is xenocide xd
(Technically it still is)
You realize PoW literally have been used as slaves in the past, right? Because who's going to stop you from selling them to some slave ring?
no that's xeno murder
a đł ship?
Cide literally means murder.
Xeno-cide would literally translate to ''killing aliens''
Yes, but it's a different word for a reason. Same reason why PoW and brown are 2 different words or PoW and concrete. People can mix word meaning together in the weirdest ways. For me this is just weird (and personally I think it's just stupid in a similar way how snowflakes always feel offended etc).
Yes but a PoW can be a slave
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.
Yes and PoW can wear brown suits so brown is also evil. And PoW can be housed in tents and thus tents are also bad and evil.
You're missing the point. Please read above
I tried understanding what you are trying to say but I dont exactly see the correlation
Slave trade would defo be an interaction
Wdym
Capture people and then sell em off
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)
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
Ok but how does that matter
Now that's a more clear explanation of the argument
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
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.
Fair enough
We could recruit them
Sell them to stations
Maybe add a prison cell block
Omgz yu supportz slavery!!111
PoWs are traded for other PoWs between two factions, so bringing them to a station should be enough (probably with a reward)
And you could force them into it with the manipulator beam
If the stations pay me enough credits
Yes. At least this way they won't need to suffocate in space. I'm fairly sure at least some enemy crew would change their mind about their allegiance in a hopeless situation like this
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
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
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
Could have something like a prison bunk where we could manipulatorbeam floating future soylent green crackers via a roof hatch and without any doors so they have no choice but to stay inside.
hey I don't think you need to manipulate them into something safer than the endless void of space
That could be a trade off
You could risk prisoner revolts
that's not a risk it's a guarantee
No because I won't tell them
Also no it's not
There have been many cases of horrible prisoner treatment
With nothing happening
they are still kept as prisoners tho
if you know you're gonna die better take someone with you
Well just don't tell them they will die
I mean they could maybe just be transfered for a prisoners exchange
if you have the tech then it's widespread and well known
Also if you restrain them enough it does not matter what their will is
anyways since this is getting nowhere let's not flood this chat
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
Make a ship company
Where u can make a ship and sell it for credits and more crew influence
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 could give you rights to start a company like above mentioned
Fringe could let you recruit FSR ships as mercenaries to fight alongside you (Probably easy folks to persuade into battle)
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.
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.
yeahhhh
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...
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...
No. Cosmoteer will not have gambling features.
At that point add lootboxes.
I'M GONNA DOUBLE MY CREDITS!!!
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...
Nah, I want a new tab in stations where there is slot machines, and hyperjump relays, be able to hail to play them on the road...
Bonus points if you have a winning streak of 10 straights, they ban you for a set amount of time...
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
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...||
Lmao have mines be able to be pushed by manipulator beams to launch them at your enemies
i actually like this idea a lot
would prob only be a fringe activity tho
I guess industrial stations ? Trade station have lots of different goods, but you can buy directly from the production plant (wich are rarer) for lower prices. However, you can't sell to them their products and they only buy very little of anything else
I'd love to see and industrial complex wich would be multiple refinery ships and a huge deposit ship.
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
Imagine, given how far Fringe survives, the only thing that hinders them to progress is their Gambling Addiction...
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
I'm gonna double your balls-
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
something like an ion lightning rod to either minimize damage in ion storms or generate an alternate form of power
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
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
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.
There needs to be some proximity check on it or this will make scrapping and rebuilding ships in career quite annoying.
They could just turn the setting off. Or turn it on for specific resources, like only raw iron and copper ore.
LOQ feature, when painting and using text, make the keyboard be able to select a letter by pressing the corresponding one?
- What's LOQ?
- There are several keybinds bound to single letters, so maybe add a special mode for placing it?
LOQ is probably QOL (quality of life) with Google translate applied.
Life of quality
Ah google translate translating great again
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
Or it could also be pirate bases
Life of quality, i meant quality of life, i am sincerely stupid sometimes and mess up my word order
i didnt use google translate lol, im just genuinly dumb
maybe a toggle that you can type something or have a text bubble
I don't google translate lmao â¤ď¸
ahh
makes sense xD
the Fringe is also a faction
good idea
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.
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.
Hmm, good ideas.
What do yo mean by ''silly arbitrary restrictions'' though, like the crew count control we have currently?
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
Ahh, gotcha.
Crew fame limiter makes a lot of sense in the sense of the world in my opinion, crew, being the dumb soul-sold creatures they half-canonically are would be much more likely to ally to a more popular galatic figure.
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.
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.
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 whatâs already there
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
well something similar to rain world's abstract space might be possible
probably too complex though
create own faction, allowing to make profit that way
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)
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.
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)
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
- 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
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.
i love this idea
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
more wedges would be nice
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.
Wedges and Composite wedges like the ones in KA would be nice
We can always find a use for small cosmetic armor
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
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
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
Pirates helping and having a secret alliance with the SFR is weirdly wholesome.
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.
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.
-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.
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
i like this
and this
Mabye ships designs you made are sometimes randomly pop in place of pirates?
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.
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 đ
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
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.
Homing mines? Interesting.
Mines as a minefield have been week since the conception of the modern version, where there lifetime went from circa 8 minutes to just one minute.
The REAL usage of mines is deploying them on the spot to utterly obliterate anything charging towards it, and it works WONDERS
Homing mines sound cooler >:3
I feel like only NPC ships fall for it
Fall for what, high-speed flinging mines?
Lmao they're the best at pvp.
I like the idea of homicide but only as its own separate weapon.
*homing
COME ON AUTOCORRECT
Nick likes the idea of homicide confirmed 
I assume that is because armor is never used in pvp, since they are all bait and kite
Maybe a different type of mine
It's rarely or sparsely used on competitive ship types true, the only consistently good heavily armoured ship is TB rail.
chaingun rammers are decently heavily armoured
not quite never, and in fact the archetypes that are most vulnerable to mines are rammers (ion or chaingun), which do have a decent bit of armour
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)
Sounds really similar to the motion mines from BF2142, I really like this idea.
I'm not sure this is possible with mods (which means it is not possible). Also there used to be some desynch issue with guided mine logic when playing career in coop but dunno if this has been resulved by now.
It is possible
It has been done before
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
i think crew inefficiency is a perfectly good consequence of low ftl efficiency
Wouldn't crew inefficiency be a consequence of high FTL efficiency, since the crew needs to carry more power to the increased number/size of hyperdrives?
- 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
- 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
I mean, mid combat jumps is the Blink Drives whole thing isn't it
Those would definitely be awesome, I'm looking forward to those.
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.
Yeah, a better refined hyperium sounds dope
Sounds very cool!
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.
More immersion is always good, unfortunately barely anybody does delivery missions and it would definitely require a rework.
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.''
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
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
I'd call that resource transport (and it would be great)
#1163981369039396926 message also I suggested this some time ago
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.
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
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
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
Will cause the game to be more laggy and less enjoyable experience.
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
Why increase the iron:steel ratio if you want refining to be more optiomal?
Or well decrease it
Iron is worth more steel is whay I mean
thankfully its more iron plating because actual steel usually has some carbon in it, and that would be very costly
HMMMMMM
Just extract the carbon from the lemons
Smh
Its what the batteries are used for in the factory :)
facepalms jusus fu-
Its lore-friendly :)
AI overview, opinion invalidated
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.
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
player made stations
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
I donât 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 donât need to be in the same solar system to play.
Edit: I know it would tax the CPU more than anything, but perhaps it wonât 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.
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.
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
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
Iâd 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.
The size shouldn't be increased, instead there should be a renewable way to respawn asteroids
Pirate missions should also get replenished, when the time passes, more pirates appear and get bounties on their heads
I meant how many asteroids
No need to be more than current, maybe even less
The asteroids will respawn to make up for what AI mine, they won't mine it up
making youre own faction with ai shps and stations that create revenue
I donât 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, weâre 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,
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,
Thats clever, sometimes I wish larger ships had more complex features or multiblock structures
such as those from the ACE mod (if you remember)
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.
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.
Maybe add a final Boss named 
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
you can easily have all of those on the current systemgen??
no like, you can tell when thigns are auto generated vs handmade
so?
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
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
Mmm yes the Final Bus.
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.
i think having crew be unique seems like a cool idea during the early game, but later in the game it becomes obvious why they have to be completely fungible, maybe if you could give different roles specialized training or equipment
Either way, a system than enables some experience leveling for crew, and also has a sense of loss when one of them dies. Right now, Individual crew do not mean much.
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
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.
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
Why, it's a spaceship building game, best to keep things in space
fair enough .3.
I would like if worlds had a purpose like Star sector like generating resource also would like to see faction conflicts.
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
this is part of what i was talking about with handcrafted maps that actually consider the economic and geopolitical reasons for the placements of things
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
YESSSSSS
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.
Becoming a hostage/ joining pirates or factions in order to survive sounds like an interesting incentive in that case. It allows you to kinda continue playing while you are trying to escape them at a different point in time.
that and also the privates complete lack of grip on reality, like, if you destroy all but one of thier guns they will still say they have you outgunned
@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.
It would be pretty logical, if someone destroys your trade ships, you have to deal with them quick, but if they only steal, then that's less pressing and if your forces are already busy, probably not worth full-sending your police forces
đ¤ âď¸ 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.
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)
transfreing control to other players is a thing in career 1.0
Ah (well i don't know where lol)
when in doubt, 
allways
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
New mission : Dangerous space exploration
Contact shielded beacons in sun radiation zone and ion storms
obviously MMO mode would be great but sadly isn't to be
gotta bring attention back to this cause it's peak
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
I get what your saying the reason for that idea of shipyards of different size would be to control all your territory if you own a lot you would need a large number of smaller/medium size ships. You could build lager ships but it would be more expensive seeing as how you would need a larger shipyard.
yeah just making the whole universe more dynamic and interactive and replayable would be nice
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?
click on it it should point to
oh right
its on the beta channel
get the beta tester role
I know, right. What a scrub ;D
... oh, actually. Didn't realize you can just join that. Thanks, Jani.
yeah
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 itâs not just infinite grind
Respawning resources would make exploration far less valuable
which is why it could have people spawn in to fight you if you linger/mine too much, or as i said, making it time based should help alleviate that, assuming it takes long enough
3-5 minutes (at minimum) would punish the player for simply sitting around at the equivalent of, say a medium or large asteroid
Something simmilar could be a asteroid field (very rich with resources) protected by ships. And when you start mining they would attack you
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
sure, but thats more in line with a mission/rep loss in comparison to a wave defense style
go take the rebel claim and you can have the resources that came with it (middle danger but low "direct" pay out)
not a bad idea at all mind you, but i am admittedly a bit bored of micro managing my miner for what is a relatively unfun (personally) game avenue
and the issue with that would be either the patrols would be lackluster or the field would have to be huge, due to the detection radius of ships
lackluster patrols could lead to a moment "playstyle" where you fly in. mine as much as you can and when you get a ping on the radar you would fly away/ftl away
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
Mission to clear a system ( stations will be replaced with that factions ones)
Faction vaults that contain riches and would be heavily guarded
Different types of stars like binary binary blackholes etc
we have binary (and trianary i think), and blackholes are something eventualy planed
No trinary
But having more more diversity in stars would be cool, dwarfs and giants, pulsars and such
I think this was one of the very first suggestions in this entire thread and I think it was me.
I'm still waiting for black holes. Just a star with no light emissions and a tractor beam effect instead of the heat damage effect!
Mount and Bannerlord in space or Starsector Nexerlin mod đ¤
Me, who takes over the vanilla ships for more ships: 
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
....first person?!?!
lmao, yea just make an entirely new game for 2.0
lmao no?
Ah. Let's agree to disagree then đ
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????
3D. What are you thalking about?
what do you mean by First Person??
Whell... I think 3rd person would be more precise
((( the posebility to controll one of these crew mates
even then that makes no sense, why? what could that add?
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
probably never
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...
$11.99
Know what.... ima check it out
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
The penalty could just be detecting it its further than 10x its size
And warn beforehand
What if some npc pushed it?
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
first one is on the road map, second one is called useing armor
boarding
Hello @ebon hound, that suggestion is already on the Roadmap: http://roadmap.cosmoteer.net
What about converting enemy crew to your crew and trading captured crew
no idea, but it probibly could be something to mod when that happens
Crew stats?
ÂŻ_(ă)_/ÂŻ
Faction territory moving and changing due to fights. Player can also influence this
I hope there would be some way to prevent a major faction to get totaly wiped out.
(Without player interference of corse)
Yes
Walt's deity-like hand comes down from above and re-instates the faction back
they dont go after eachothers capital systems
easy
could be an option where they can tho
bread for the crew
Be able to change weapon attack priorities
There can be assigned âwarzoneâ systems between faction capitals
So no faction will lose all systems rather they get the nodes instead
mess halls and rec for crew
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
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.
In war zones any faction not high rep is hostile if you go near
astro accidentally stumbling across the futility of war in a cosmoteer channel đ
but real talk i agree with this. ultimate stakes means a more dynamic game and the opportunity for greater impact and engagement by the player
u can balance faction conflict in ways other than hard locking/blocking outcomes
in early devoloopment.. i think we should sort of let the factions be constantly existing unless the players does some shit
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
as funny as it would be to say "hi" i just prefer to ask, why even
use the power of :3
Building up your own faction with trading routes and stuff like that
Roof launched missiles (missile silos) can be loaded with either nuclear warheads or regular missiles
Wait that should prob just be a suggestion
mods can save you
??? this just gave me a stroke trying to read this
sundiving stations with rare resources on board
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
Would be a neat thing, each faction has things like capital systems and roving fleets you can see on the map
A scroll bar for the resources list on the right hand side.
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
Black holes can brake ships a half by gravity( If ship is soo long)
Finally, at long last â a reasonable counter strategy to orbiter walls.
Can we get races that get different buffs for example humans could get 20% to operating things and orcs could carry 50% more things.
racism
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
having different crew types would be a nightmare
new crew type: roombas
space haven
It would; however, I do think that robots would be the best alternative to aliens. They could use charging rooms instead of quarters, solving the crew-shuffling-problem.
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
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
could have it only unlockable if youve beaten career once
I mean, just start I'm Imagineer then change back to whatever difficulty and jump to whatever system
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
I think that Overclocking is already a nightmare and also cool so...
-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)
i know we all love to hate them but in this game it might be funny. ESCORT MISSIONS
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
not sure what you're asking for
Honestly I think escort missions are probably fine as long as you have some control over the ship you're escorting.
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
you could select the ship itself and do the usual (reduced) commands instead i think
could work
different, idk a solid transparent circle as a selection temptative indicator instead of a dotted circle
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)
Two words: tractor beams.
Take the Heigh(liner) road.
you escorting a level 1 through high level space
you escorting a level 18 through low level space
panic intensifies
Can we get stock markets or some other way to earn passive income even if it is small?
can we get space casinos and like alleyways and stuff so we can sell drugs and gamble
Donât sell drugs kids
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
and doesnt meth already exist in game?
What do you mean?

glad to know 75% of cosmoteers agree with my stance on gambling
True
whats your stance?
drugs ftw
lols
I would disagree with that, given that I've seen what they do to a person's life and future prospects!
coward
I would disagree.
Them being expensive encourages you to have great success and great earning!
I assume you're joking.
if you have drug then you want more drug. if you dont have more drug you start imploding
simple right
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.
Yeah, gambling/drugs are the kinds of things that people online like to joke about for better or for worse. It's probably a mix of people being edgy & just trying to laugh off past experiences (humoring past misfortune is a thing some people do). My condolences for what you've had to withstand.
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
-# I totally understand that, I just don't like seeing selling drugs being treated as a laughing matter or a consequenceless choice.
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)
Oh, I'm so sorry.
I was just trying to be funny, I'm sorry that I brought back memories of what happened to your family.
I didn't mean to do any harm.
able to have your own automatic trading ships
(or that cargo ships call YOU when your ship has cargo that isnt designated)
It's not a problem; it wasn't anyone terrifically close within my family, and they're mostly recovered-ish by now, as much as they can be. You weren't being traumatic, it's just that I see drug abuse as a rather severe problem and felt I should speak up.
Steroids?
Well smuggling gameplay could be interesting if it's combined with the stealth system
Well it's a game, we could play a villian and ruin peoples lives and make money from that
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
I wonder what will happen when gambling gets combined with savescumming
the world explodes
Very true and the game should stay at its current rating so more people can enjoy the game
Then again, DLCs are a thing
Are you saying to create a drugs DLC?
Yes.
well
games with ''spice'' selling have been labeled 16+ before
(I expect the rating will depend on a lot of things - potentially including how obviously similar to real-world drugs/drug dealing it is)
impoverished fanged fighter shooting at your ship because you wont sell them drugs
Change drugs to alternative things then
Like illegal equipment or weapons
I agree. The Breaking Bad show has played a lot of negative role in catapulting the concept of "funny haha drug salesman" into the mainstream, and it really goes too far sometimes.
But content bloat is still a problem here
AFAIK this is a shipbuilding/piloting game, and almost any other game mechanisms are built around this
