Sense of flight - space debris?
Currently the game is literally empty space with some objects stuck into it. This has several negative effects on gameplay and should be changed. I don't know if this is on your to-do list, but it should definitely be on there and I suggest this at a time when I see you're working on making the galaxy feel more alive. So here it is, my two credits.
- Fields. Freelancer did this well and I would like to see something similar in KV. Static clouds, nebulas, asteroid fields. Make them big, visible and have collision and damage your ship. Make pilots evade those chunks of rock. Also, it would be nice to see some sort of boost or penalty depending on the field one flies in, such as energy weapons not working or ballistic weapon accuracy being off, or an increased thrust near gas giants for example. On that note, it would be f'in awesome to be able to 'slingshot' from planetary gravity wells, using the edge of the gravity well to circle halfway around the planet at rapid speed. This way ships have some really awesome avoidance and combat options.
- Tiny space debris. At any time in space, there should be small particles of debris floating around, especially in populated areas. Particles can be 2d sprites, it does not really matter, but it is this aspect that gives a sense of movement and speed. Easily compared to the trees and houses going past you when you drive a car - if there is nothing to see on the side of the road, or if the road is extremely broad and has no markings, the sense of speed is lost - even though we are going fast.
One final addition that could really help immersion and the knowledge of the space surrounding the player, is distance-based transmissions. This removes some of the randomness and is an easy way to give life to the game setting. As soon as the player comes within range of say 60km, they should automatically have preliminary scan information and be able to open a comlink to the ships in question. This reduces the amount of clicking and makes the UI 'come to the player' instead of the player constantly looking for UI elements with target selection and locking them. That player should be flying the ship, after all, not clicking the damn screen. It is an attractive way to reduce complexity while maintaining all the intended features of the UI, and it also 'feels' realistic that information is coming to the pilot as he flies by, instead of the pilot having to manually select any objects of interest.
Last edited by Vayra
Jul 19, 2014 @ 3:45am