Topic: Game suggestions
Some suggestions for future development. Just my 2 cents. Some of these might not be valid as I might be missing knowledge on game mechanics.
I this Love the game. Addicted is more like it.
Comments welcome.
Extension accelerators - devices that can be equipped onto a robot. When an agent is using that robot, they gain extension points at an accelerated rate. Should not be a module but fit into custom slots.
Accelerators based on use - similar to extension accelerators but provide bonuses for a specific use: combat, mining, navigation, armor bonuses, squad, etc…
For all intents and purposes similar to implants in EVE.
Combat HUD: Include optimal, falloff and ROF in combat HUD instead of having to right click to get these values. They are important enough. Drives me nuts in EVE that you have to right click for these values and hunt them down.
Radar and map: I use the radar to generally get around but it does not provide enough info about the terrain or terminal / locations. To get through passes, tight areas and new terrain I need the map. Is there away to combine both of these into a more efficient map system?
Primary Target - why is there a primary target button? Can’t we just have primary target be selected in the targeting computer? The landmark button is still useful providing entity information.
Market Sell Orders - Unless I missed it, you cannot adjust your market sell orders. You need to cancel the order and then place it on the market again. Add a feature to adjust market orders.
Loading Ammo - Allow us to drag and drop ammo and charges when out on terrain.
Expander Modules - Allow for larger cargo holds at the expense of speed. This can make light robots more viable for hauling.
Market Range Extensions - Extensions that increase the range of being able to trade (buy and sell orders) in other markets.
Volume to descriptions - add volume data to info for ores raw materials.