#Hello all! We'd love to hear your feedback on EVERYTHING SHIPS!
182 messages · Page 1 of 1 (latest)
Please make certain ships customizable and craftable again with reasonable limitations (i.e. a flak turret interceptor would probably be a bit too OP). I miss the howitzer scout. It would be nice to have a bit more choice in what kind of ship you are running that isn't just dictated by what's currently available in the shop or the marauder/raider crafting recipes. To further expand on this, it would be nice to have a more expanded system of what is able to be crafted with ships including different engines, chassis, storage(s) with varying sizes/costs to craft, and varying compatibilities with different combinations to avoid certain loadouts being too OP/meta. It would be nice to have a good chunk of these items be craftable, but some of the best ones only able to be found either in raid or in space salvage only, giving a further incentive for players to salvage that would normally not be inclined to do so.
Regarding inventory, it would be nice to see a couple of things get adjusted, as has been previously suggested by others, the ability to sell items directly to the vendor from the player inventory or ship stash would be a major QOL upgrade. In addition, it would also make sense to have items received as a reward from zero to hero go into a separate tab similar to the currently existing "gift" tab, in order to allow the player to arrange those items into their inventory where they would fit best, instead of having to play a game of "inventory tetris" because the particular arrangement of the current inventory doesn't fit the way that they would be deployed into the inventory even if the player actually does have enough space to fit each item.
Added both to the list, thank you for the feedback Danna ❤️
Thanks Kaj, really appreciate that you guys listen to the player feedback, I'll add more as I think of it, I'm sure theres a couple other things im not remembering as its nearing 3am for me lol
Haha yeah its 4:50 AM and I forgot I wanted to make a forum for feedback since we made one for reddit, too, and yeah.. late forum post IG :D I should sleep tho
Me and Mett will both read through these when we wake up and add them to the list, thanks guys ❤️
Extra ship slot cost/ prestige rework
Since I think that salvaging is a nice feature and I see lots of players doing it, maybe a little salvaging/merchant ship could be a nice addition.. The main feature should be more salvaging slots/cargo inside the ship, while the ship could be something clunky, slow and well armored.. (perfect target for other marauders)
Have the ship game feel similar to player gear progression. The way a player goes from a pouch rig/cloth cap/luger to a beefed up panzer/stalhelm/K1 after several raids, feeling accomplished, the ship can go from a bare scout to a heavily armored scout equipped w fins, rocket turret, an engine upgrade/thruster, etc. With the intro of the new scout interior layout and expiring crafting blueprints, perhaps more interior ship layouts/features can be crafted. And I say do away with the rustbucket, begin with a bare scout (same thing) that is upgradeable from the start.
went ahead and set a reminder to write up an essay/ edit a video essay on my takes on ship content atm, should post sometime late tonight or tomorrow night, i appreciate you making this post in the first place kaj
Just to clarify, you want ship slots to cost more and/or have the option of having more ship slots for more prestige tokens?
sorry i was very brief. I think that the extra slots AND/OR prestige system should be reworked bc at the moment prestiging more than once is worthless if you dont do it like 5 times more
Ty for providing more clarification, added to list
It shouldn't be so easy for pods to reach enemy ships for breaching. As of right now, it is practically guaranteed to breach an enemy ship when piloting an escape pod.
There are many ways to address this such as making it easier for ships to shoot down pods, making pods less agile or longer boost cooldowns, tighter breachable margins (e.g. less reach for a pod to press F to breach), etc. I'm sure there are more ways but this is what I can think of on the spot
Taking this to a real world pirate equivalent (in games as well), it is not so easy to board an enemy ship on sea compared to an enemy ship in space in this game
As of right now, there is practically zero counterplay to enemy escape pods. The fight that happens inside the ship after a breach occurs is outside of the topic I am talking about. I'm talking about interactions in space
make it so pods cant breach while boosting, that is one of many nerfs
I have had these thoughts as well regarding pods and ship combat in general, you can barely avoid anything, I'll just copy paste the quality of life suggestions I have posted before:
Remove tap repairing (require the ship must heal up to X% before specific parts become functional again).
Significantly increase all ships armour (to add some longevity to combat).
Maps centered around ship combat.
Rangefinder for the turret cross hair and first person shooting for the turret.
Directional boost maneuvers for ships (e.g. 0.5-1 second boost when going forward, up, down, left or right, recharge 5 seconds).
The last one there being a useful counter to boosting pods and turret fire.
Wdym I’ve shot down many pods
They’re hard to hit but it only takes a few to decimate them. It mostly depends on the weapon you have. Something like a flak turret lays waste to them
if any of the other ship turrets could hit them as easily as the flak turret then I would agree
Rocket artillery is up there
Either way I think that only specific weapons should counter escape pods
If you’re gonna have a ship with nothing but big heavy cannons prepare to be boarded
Make it a balance
Smaller guns with more shots do way less damage to the bigger boys but are perfect pod hunters and scout killers
well a first person shooting mode for the turret would help a lot with that
First person targeting mode would be nice all around due to the awkward angles you often get into in third person
As for my thoughts on ships
I want an alternative means to boarding than breaching pods. I want to actually reel in a ship and board onto their directly from mine
maybe a feign dead pod?
I made a suggestion about this a while ago here
I was thinking more of a harpoon gun
if it can also be used to steal ships, I'm all for it
Something that could perhaps connect the two ship airlocks?
not a fan of leaving my breacher scouts behind
Imagine two full squads at both sides of the airlock just waiting for the other
Like that one scene in Star Wars with the Rebels all sitting there at the door
Basically I want a more straightforward way of boarding which is more predictable but it is better for groups since you’re all going in together
Breaching a ship via the escape pods is just an absolute mess when you’re with a squad
So a way that you all can go in at once, albeit from a much more obvious entry point, it would be better for a more group-focused raid
I wouldn’t say it’s one sided either since the defenders already know exactly where the enemy is coming in so they can easily hold an angle and prepare for it
definitely need to put better airlock defenses in
Yeah but that’s already an issue lmao
tired of that garbage stack of yellow barrels
Airlock campers have been an issue since the beta
In General we need an airlock revamp
It’s pretty much a death trap if someone’s on the other side waiting for you. You can’t go anywhere because only way to go back through the airlock is exit into the station, wait for the airlock to close, then open it again with the captain keycard
at least some better shielding that covers everything so we have somewhat of a chance, not expecting to hold inside them though as you can always be flushed out with nades
Don’t even need nades because you already know every possibly spot they can hide behind
Also, if the dev team is viewing this thread, please bring back ship parts! (another copy paste)
Rare turrets, engines, hulls, wings, skins/sprays etc, either through crafting, rare salvage or depot spawns.
The idea of customizing your ships was something I was really looking forward to, cutting it out seems like wasted potential for what could be a fun end game
Figured I would separate these from the other suggestions, possibly too annoying but just throwing them out there:
Deployable ship defenses (like the capital ship POI turrets or mines).
Limited fuel and turret ammo.
Collision damage (with other ships & pods only).
I can assure you i will make it my goal to let every person be heard and will be added to the list of feedback!
This is just a smol thing that I’ve already suggested in #1153819380753371167 but adding a banjo in the rust bucket would be amazing
#SPACEBANJO
I've had a similar thought for a while, I don't think the rustbucket should be armed at all honestly.
Right now it's far too easy to do a risk free space combat raid, to the point that bringing in good ships feels like a waste.
Being able to close the airlock if you’re getting camped is something many people want, it’s way too easy for me to get kills if I’m camping airlocks and I have every reason to do it. Solo players can’t make a single mistake if getting airlock camped especially against a squad, if I’m not among the first to get in the raid I reset to avoid it.
Maybe some sort of Airlock defence systems would be kinda cool, I like a AL fight as much as anyone else. Maybe you could fit, or ships have a random airlock defence system.
For example, a scanner to alert you to enemy's outside via audio warning, or a internal airlock turret, flash or smoke screen deployment on airlock opening.
You could have some sort of rare gadet for the "attacking teams" to block these systems, while alerting the people in the airlock the defence system is compromised, that should get the blood pumping.
Great game guys. 🎮
really wish ships in this game had 360 degree movement, not fun having an enemy above or below you and you can't angle your guns at them for no real reason
especially as a solo i dont see much a point to good ships right now, like say you want to breach a poi, if you brought a good ship in then you'll most likely lose it for good if you go to breach, they could better protection other than hide it behind a rock and hope no one saw you
I do think blind spots are important, it's how dogfighting works irl
Best solution I can think of is the rust bucket being unarmed.
That way the raid rush people can't take pot shots on valuable ships at no risk
it doesnt feel good or make sense though for space combat, no reason why a space ship can't aim straight down or up, also in rl a fighter plane could cover more angles than our ships do, might stall in the process but eh lol
True, it'd be better to have natural blind spots like sticking behind someone
if anything i'd be fine with the blind spots being where they are if i could just rotate my ship fully to move said blind spot
I wouldn't think the rust bucket needs to be completely unarmed but definitely shit enough to encourage players into bringing better ships
Yeah
The rust bucket shouldn't even be close to a threat for an interceptor or larger
Like, sure if a pilot sucks
But right now a rust bucket can genuinely just get lucky
and the breacher scout (as much as I love it) shouldn't be able to take down every ship
For sure
Ideally, armor in space should be buffed, being small and hard to hit is too strong
Maybe accuracy buffs too
I'm a decent shot in space, comes from my years upon years of flight sims
But aiming in this game is a lot harder cause everything is so damn slow
more work on the capital ships at least, they're terrible
Feedback on where ships spawn on single POI maps:
Maps with a single POI are not circular but elliptical. Some ships spawn at the extreme end of the ellipse and are therefore at a disadvantage, arriving between 30 seconds and 1 minute later than the first ships. This increases at some degree the risk of being spawnkilled or embushed.
The risk of being spawnkilled always exists. Yet, I only understand why it increases following a player's decision to enter the POI late, either to loot crates or because he's going to a second POI further away from his spawn. But being at a disadvantage to other players at the start of the game because of the design of the spawns doesn't seem fair to me.
N.B.: I know this is not a HUGE issue, but still, unfairness brought by game design should be corrected.
General feedback on ship gameplay
Generally, every addition relating to ship gameplay feel underwhelming. At best, they are fun to play with from time to time, but are not necessary and do not bring anything to the big picture. This is because features related to ships are not integrated to any big aspect of Marauders gameplay. Adding stuff (different kind of breaching pods, different weapons for ships, etc.) is a little bit like adding new pieces to a chess board, while there is still not aim associated with such game (taking out the king). So all addition feel pointless and, at the end of the day, we are still all using the standard poor ship.
So far, the only aim that devs added to the game was the Red Baron. In my opinion, RB does not promote using more advanced ship feature: it can be breached without being out of combat, it can be hunted by any standard ship with enough patience, and it's not worth using a better if you are thinking is stealing RB's ship. And hunting it is boring. And you will eventually be 2 shots by RB since he sometimes cheat with an aimbot and wallhack.
Until devs add true gameplay features/aim linked to ships and space objectives, all ships features will be quite pointless. Such gameplay features/aim would be maps dedicated to ships (for instance a map where we would attack zeppelins defended by various IA ships and looting crates after destroying these assets). Or maybe a gamemod, instead or in addition to the Raider mode, dedicated to ship combat.
.......
Breaching gameplay Have you seen it recently?
I feel that the last updates to the breaching system have killed it. I've been breached only once since the update where the ship's size was increased. I think that due to the damage dealt to the player who breach and the new mapping of the ship, players don't do it anymore. My guess is that it became too unforeseeable: players can now more easily escape via pod, or hide somewhere and wait until the breacher becomes tired of looking for him.
In my personal case, I used to breach from time to time, since it's a nice alternative thing to do, or when I had no other option because my ship got destroyed. I am now quite reticent to do it since I don't like the hide and seek gamplay the new interior promotes.
mosin obrez reload animation
It reloads fully even if you still have 4 bullets and wastes a bunch of time. Idk if that is part of the gun it self or a bug but it is pretty useless and annoying
Add fixed forward firing weapons to certain ships and give them limited ammo, only up to maybe 5 shots per match with a fairly slow reload between shots. These will be pilot only weapons and will not be available on all ships, only the Dreadnought, Heavy Frigate, and Interceptor. Pilots will still be able to control the main turret if they have no gunner. Perhaps this special ammo will need to be crafted, obtained from the market or missions, or purchased to further limit its use and availability. I'm thinking dual heavy torpedoes for the Dreadnought (slow, hit hard), a fixed heavy cannon for the interceptor (fast projectile, accurate), and a heavy unguided rocket pod that fires a bit like a shotgun (all X rockets at once) for the heavy frigate.
Add small guns on each of the observation stations that can be used to engage pods. These can be small flak turrets and/or chain guns/machine guns/cannons of some kind that are designed to engage pods. These turrets will not be able to do significant damage to ships (maybe give ships a high % resistance to damage from these weapons) but can shoot down pods if they can land more than a couple hits. Allow the pilot to shoot these weapons instead of the main gun if they choose.
Rebalance ship health to compensate for these new weapons. Maybe add more ship systems that can be damaged and repaired such as weapon, fuel, control...
When taking hits maybe fires could occasionally spring up with the same effect as the fire grenades but they damage nearby systems and ship health and can be put out with extinguishers. Put a couple repair tools near the engine area. These will have high durability and no ammo but have them slowly repair the ship. They can double as melee weapons.
No tap repairs. Once a ship is down to 0% it MUST be brought back up to 10% or higher before it can fly again. No more 1% and you're fully functional. Perhaps implement minor ship debuffs at 75%, 50%, and 25% health or if stations are damaged.
That could be. To have more progression with ships. Unarmed rust bucket, better ships to be slowly unlocked in the ship merchant menus. Damn, even add quests to be performed in space to gain exp with the ship merchant (destroy another ship, or breach 2 ships in a single match).
And increase the amount of IA controlled ships spawning in (they could have a gate opener inside to get away directly).
dude i wish they added more AI ships in space, like would be cool if there were always acouple ships up
Generally, I'm not even sure that devs should devote that much attention to ship gameplay. Sure, it can be attractive and make Marauders stand out in comparison to other games. But the more things players have to do outside of POIs, the fewer players there are in POIs and fewer PVP encounters there are.
Devs should really find a way to balance matchmaking. Now that they are in average 500 players, lobbies feel empty again (at least in my experience).
ships make the game stand out but they aren't in the best state right now i'd say, if ship gameplay was better then that may help get more people into the game, from there they could potentially up the ship limit for matches meaning you'd be more likely to find people in pois
with that said, i think the devs are fine with the current numbers so i dont see them changing how they approach developing the game
I was thinking of a complete overhaul to make ships overpowered and become the endgame of marauders
Currently, more expensive ships hold little benefit over the big ones, all ships fights end in one party boarding another. One party having the best ship and poor infantry gear will lose to another party with good infantry gear and a rustbucket. Ship fights should be determined by who has the better ship. Therefore, we need to create a ladder of power level just like infantry gameplay. I will discuss how to make high tier ships stronger, improve ship combat gameplay and endgame modifications
Your ship should be powerful and losing it should be painful
I think higher tier ships should provide a few things
- Respawn in raids, it makes sense as big ships can hold more crew, the player can access the ship's storages to gear himself or consecutive spawns, however I am aware that this might be overpowered and may need balancing. Having a higher tiered ship means more room for faliure in a raid and being able to bring home more loot
- Dying in a raid shouldn't mean you've lost your ship, bringing a good ship to raid now is rather pointless as you can lose it if you die to some random guy around the corner. For one to lose his ship, it should be actively taken by someone/ shotdown and abandoned in open space
- You can employ AI on your ship, they can fight intruders. You can give them gear your found from the raid. Capturing the ship should require the invading team to kill everyone on the ship.
For space combat pods currently are too good, they are really hard to shoot down and every ship has it, I can think of a few solutions
- Give different tier of pods to different ships, only higher level pods can breach better ships, lower level ship's pods are only for escape/ breaching POI's ( make sense lorewise as higher tier ships have thick armor)
- Giving higher tier ships effective anti drop pod weapon's such as machine guns
- Adding friendly AI to ships to help fight intruders as mentioned above
- Shooting down the enemies ship should be much more impactful, boarding should be used actively as a means of attack, rather than what you do after losing a fight.
End game
The devs can consider a mode where having good ships is a mandatory requirement and is reserved for well prepared players, for example fighting multiple enemy frigates to unlock a POI
being able to remove attachments mid game
helps to clear out storage while still keeping the valuables
This thread is about ship related stuff only.
sorry
I've gone ahead and taken every single suggestion here, summarized them, and put them on a notepad before the feedback sheet for the devs. Thank you guys for all of the suggestions! Stay tuned for another thread on another topic
for full transparancy I'm going to drop the notepad that I have written before transferring to the feedback sheet, and if your suggestion isn't there, let me know! I want EVERYONE to be heard.
Second this
Currently there feels like no incentive to shoot down other ships
Ik some people say it means less competition for the actual maps, but they'll easily just board you anyways
And in the time you spend dueling out in space plenty of other marauders have allready gotten to all the good stuff in the actual map
Managing to shoot someone down, just to be boarded and killed, feels like an incredible letdown whenever it happens
Also makes it incredible difficult to solo ship combat
More so than it allready was with them having extra hands to tap repair their ship :/
When whenever you actually manage to take down a team ship you'll just get boarded by 4 breach pods
yeah sucks to fight people that tap repair as a solo, one second you think you won the fight but then they keep shooting and then you lose due to being unable to be in two places at once
yeah, and there isn't rly a skill based counter to that while playing solo
other than ig just taking less than half as many shots as they do
as is, especially as a solo, best to ignore ship combat and just rush to the poi
that shouldn't be the case tho
i agree with ya there
Bring back the old ship layouts.... New layout you seem to still either get breach camped or spend 10 mins running about looking for them.
@scarlet condor alternating space and ctrl does make you harder to hit but yes, the tap repair needs to go, I'm into your idea for adding more AI ships, it would work well if ship parts are reintroduced, maybe a feature for salvaging whole ships for scrap material and parts?
@young bay thank you for the list, please add first person shooting on turret with possible zoom feature?
cwis style gun doing the same damage as pod guns on a cap ship. call it an aa battery
it can shoot for like 10 seconds and then have a 4? second reload
and having the 460mm triple turrets do alot more damage becuase at this point in tie they are non viable
It’s more skill than luck. Also that’s the whole point of the game. There should be a risk no matter what you bring in. The Rust Bucket is still at a major disadvantage to basically every other ship because of its immensely low health pool and relatively weak gun. Some people (like me) can just hit their shots well in a rust bucket and have the skills to combat bigger ships.
Course the rust bucket can be harder to hit if you have a bigger ship with a heavier gun but I think that’s the whole point
Ship weapons should be for different situations there shouldn’t be a one size fits all weapon which used to be flak for the longest time
Not to mention I don’t think big ships are even meant for solo players the design clearly has other players in mind
I think your best option as a solo player is either a rust bucket or scout ship
Keep in mind these ships aren’t that hard to get either, especially now with all the new items you can scrap for tons of resources
I did actually make a suggestion about ship insurance though, where you can pay people to bring you back your ship if it gets lost in raid and doesn’t get destroyed or stolen
The hide and seek gameplay is still infinitely better than players camping entry points. You are meant to be at a disadvantage during a ship boarding
I actually find that bringing shotguns helps with this kind of gameplay, when I breach ships these days it’s normally with one of those double barrels or a trench gun
I agree with the small guns to attack pods, like little sponsons for the ship.
Also I HATE tap repairs completely ruins ship combat a lot so yeah definitely remove that
It's absolutely not an issue of skill, the rustbucket has a gun with a very high rate of fire which allows a good amount of risk free spam.
Spam is a matter of luck, and while I'm not opposed to automatic weapons or anything, it shouldn't be free.
As for an infinite health wrench for repairs… not sure about that. It would definitely have to be weaker and slower than fire extinguishers. Or perhaps fire extinguishers get a revamp entirely and are only used to put out the fire while you have to use a wrench (or perhaps even a blowtorch) to repair the actual engine
It’s relatively slow compared to other guns like flak and rocket artillery. Even the standard 25mm for other turrets is easier to spam
Spamming in the rust bucket makes you far easier to get killed learned that the hard way lol
If you're good at leading your shots, sure. But again, the rust bucket wins out because it's free
Imagine if the starting pistol in the ship was replaced with an MP-40 or something.
The starting pistol was replaced with the Mauser for a while which is a fully automatic pistol
You act like ships aren’t stupidly easy to get
It's still a pistol. It's not a mid to high tier weapon.
As it is, there's very little reason not to use the bucket because of how good it is for no risk.
Personally, I think it should be unarmed, but I'd settle for a similar but slower firing cannon. Even keeping the same DPS would be fine.
If you keep dying from Rust Buckets sounds like a skill issue ngl lmao
Everything is stupidly easy to get, people still do low risk runs.
I don't think this is hard to understand.
I shoot them down regularly, the issue is why should I bring an interceptor or breacher when the free ship is genuinely just as capable when I hit all my shots
The key word is when you hit all your shots
Like, I get it, you're probably just trying to get a reaction here, but dude.
The rustbucket is disproportionately good no matter how you slice it.
There is a skill gap. Rust Bucket should still be a viable option to players. What you offer is basically rendering it useless which just punishes newbies
It should be viable on the same level as a luger and cloth vest.
I can kill a fully geared player with a Luger if I spam into his skull
I get what you’re saying, but I think the better option is to buff other ships than nerf the rust bucket
That'd be good too, but it'd have the same effect all around.
Make their numbers bigger, the rustbucket's numbers become smaller relatively, so nerfing the rust bucket is easier to do without breaking anything.
Maybe the game could even add a weak point system where if you shoot at a larger ship with smaller guns and don’t hit the weak points it does significantly less damage. Larger guns like rockets and howitzer bypass this completely
That'd be good. Maybe giving larger guns lead reticles (or more accurate ones) too.
In WW2, they had gyro assisted sights on planes that helped you lead, it wouldn't factor in the enemy's movements only your own, but it'd pretty much make the difference from what I'm used to as a flight sim nut.
Giving weapons historic sighting systems, and/or making single shot weapons more accurate with a higher velocity, could reward their use. As it is, the damage is good, it's really just that accuracy in space for most people is so low that rapid fire is better.
That's just one factor that makes the rustbucket overrepresented though, another fix could be making owned ships easier to keep.
The game won’t ever get even close to a flight sim so I wouldn’t get your hopes up
In general, what we need is incentive to use actual ships. It's less fun to play against buckets either way because there's less to steal from them. They're a danger with no reward for facing them.
I imagine more FPS oriented players feel the same way when they kill someone and find a luger tbh.
Big troll
But I do really think the big difference is that a guy with a luger is way less of a threat.
Yes they can kill you, but they have to be pretty good to do it.
Don't think I'd be mad if someone got me with a luger, I'd honestly just be impressed.
A rustbucket, more often than not, is more that they spammed and got lucky, cause big ships are SO easy to hit and things like that.
Which in turn, makes a lot of people unwilling to bring real ships, which only makes it worse.
How would you propose nerfing rust buckets without effectively decimating newer players, then?
Not to mention no guns literally makes some raid contracts impossible
Destroying radar towers, space mines, turrets. You’d have to somehow try to board locations with turrets guarding it without destroying them which is a risky feat
You’d be absolutely screwed on colony cruiser
Rust bucket is good where it’s at now the other ships are just simply inadequate
What Macdallan offered would be a nice addition, as well as the whole range assist thing you speak of. Would want to try to keep that simple though to a point.
I think what @digital plover suggested would work, remove the rustbucket and have a stripped down scout always available (assuming we have upgrades again) with the least effective turret, nerf it even to a point where it can at best, shoot down mines and turrets but nowhere near good enough for ship combat
I still want a chance for those who pick the free option it’s still going to make it garbage
Maybe just switch the 100mm and 25mm turrets?
well the idea is to encourage players into growing out of using the same old ship, the 25mm is still quite effective
part of the issue still is that there isnt much of a reason to do space combat, also better ships are especially a waste when solo if you wanna do a mission for a breach location
if anything i feel AI ships should be way more common to encourage people to take and use those and also just add in more things to do in space with more hazards to deal with
maybe better ships should come with AI crew to help people that are solo/not full squads, they could defend your ship alil too while you do breach pois
@scarlet condor I encounter the same thing with the breacher scout, I never want to leave it behind so I hide it when there is something to breach, if they did add ship parts back, they could put random parts on AI ships which requires you to breach and loot
the AI ships should get a buff though, once you understand they have a circuit which they can't deviate much from, they're always predictable and easily shot down
AI ships, especially boss ones like the baron, should just fully leave their path and go after you unless you dock or say evade them for long enough and build up enough distance
If it hasn't been said already please let us name our ships
Cool in concept but I already have kids calling me slurs through VOIP, I can't imagine what horrible names people are going to be flying around with 😭
If they can find a decent way to censor/report people like that, I'd be down
I made an idea for ship insurance if your ship doesn’t get stolen or destroyed in a raid
behemoth/capital frigate:
There is a lounge area with a chair and a couch. The chair is clipped off, so you cant sit "in" it, you just float above it. Also, it would be great to have an extra chair for the 4 man squads out there.
It would be cool to see interactables in these big ships. A ration machine, a firing range, a poker table, throwable balls or an arcade machine for instance. Currently we "parkour" at the front of our ship to kill time, which is a shame because there is so much unused space in the rest of the ship.
not sure if that would be possible to code once you're disconnected from the lobby, they could definitely give you a copy of the ship you had should you return without it
Nah it would take time for it to return and would only register if the ship was not taken or destroyed the entire raid
depends on how it's set up, maybe a dev can clarify
Allow the captain of a ship to allow or dissalow crew access to the ship stash
It'd be great to allow my crew to store or withdraw loot prior to/after a raid.
they wont do that btw, they dont want to let us trade outside of raids
Oh no kidding? What's the point of ship storage then :/
Maybe give every crew member a chest unique to themselves on a specific model of ship that they can pull from at the end of a raid?
i norm just store bandages, water, and snickers on it, sometimes asprins too
I'll start doing that as well, may as well have a minifridge stocked for my crew.
ships with a small boost that reloads over time, and a smoke screen that gets reloaded at dock (only 1 per flight) gun reload at dock, so you always fully loaded when exiting a dock.
to help encourage more ship activity, it would help to have missions or bounties for shooting down and capturing ships (red baron for example), the AI ships could do with being more heavily defended to make it more interesting
also, please add something like a distress beacon to make shot down pods more noticeable
I would like to see the weapon swap speed increased after tossing a grenade, or the animation automatically rotate to the weapon in the 1 slot.
currently grenades are super hard to time properly and if someone pushes at the right moment you are not able to use a weapon and there is no counterplay . it makes weapons like the mini thumper outshine all the grenades
This thread is about ship related stuff only.
we really need more threats and stuff to do in space, just not enough as is, havent seen any ai ships in awhile after playing for afew hours