Kinetic Void > Suggestions > Topic Details
Gortern Jan 30, 2014 @ 2:16pm
A few suggestions
my first suggestion is that, when targeting a ship, the ship's 3D model would appear in the top right corner of your screen along with name, faction, shields and health, I feel it will add more atmosphere to the game, I dont know Unity's restrictions when it comes to this but I believe its possible because the team was able to create the new galaxy map, which looks pretty similar.


Another suggestion is the collision of the shields. I've had countless times where I wanted to fly close to a really large ship and take a screenshot, but the shields of the ship would kill me, is there a way the change the collision box of the shield so its closer to the ship and more tightly wrapped? I know this would require some algorithm to detect where the ships bountaries are but again I believe its possible.

Speaking of large ships are you guys going to add some sort of atmosphere effect to larger ship classes so that they Feel big and slow? I know I can just change the engines on the ship so they feel a lot slower but then speed is a huge issue. Taking EVE Online for example pulls this offer very well because it has a certain atmosphere to its ships that I'm afraid I cannot lay my finger on, maybe you know what I'm talking about I don't know.

My last suggestion is for Missions, I think it would be cool for a random mission to seige a Spacestation, where it would fire back at you and it could deploy its own ships from a pool of custom fighters that dont appear anywhere else. After you're able to damage the spacestation enough they would surrender and fall victim to the faction you worked with, lets say you have X faction and Y faction, a mission is available in X faction system to travel to Y faction system and join in a raid to fight one of Y faction's spacestation, thus expanding X faction's controlled area and giving the player some choice of who he/she wants to help.

I hope I made sense with these suggestions I feel like they're great but everyone opinion varies..

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Banzai Borat Jan 31, 2014 @ 3:44am 
I really like and share your suggestions Gortern.

About your idea with the shields: I had the same idea as well and im happy that i dont need to write it anymore :P. But yeah it would be nice if the shields would be closer or "skin-tight" around the ship.

About your idea for the larger ships: Maybe it would be good if the magnitude of the mass and the drive speed of your engines would define the speed of your ship, but its just an idea.

And also i would really enjoy missions like what you have written. As well i just wanted to mention that I would like a "ACCEPT" button for missions. Also only a thought.


Anyway nice suggestions. I hope the devs will answer you (and me :D) soon.



Kaypix Jan 31, 2014 @ 7:01am 
Hey guys, I read your suggestions but am not fully awake yet. Speed of any given ship is calcuted by taking the Thrust value (from engine subsystems) minus the Mass (from armor/subsystems/modules etc.)
If you're looking for more of like how an Suv feels slower than a sports car even at the same speed, the way our game is designed we wouldn't be able to simply swap out the entire skunks based on your ship class unfortunately.
I will pass along the suggestion about a preview of tartgets to the team.
The whole point of shields is to protect your ship from hostile elements/enemies. I would suggest instead simply zooming out, getting your screenshot and moving on. Reprogramming the shields simply to get better screenshots in proximity to larger ships is not very practical. It also has potential issues leaving some pieces unprotected balecause of the way the colliders on the modules are set up, which would be potentially catostrophic.

The mission framework would allow for a certain degree of customization once we have the tool to help with mission creation live. It'd require some xml knowledge and such but may be possible.
I will ask our mission framework dev. about having an Accept button.

I hope I answered everything , time for coffee :)
~Kaypix
Gortern Jan 31, 2014 @ 8:37am 
Not quite, with the shields, its not just about trying to get closer to a ship, but the fact that the collision model is now the shield its immensly annoying to know that your ship is now 2x bigger because the collision model of the shield is so huge. I've had times where I acidentally bumped into a spacestation and my whole ship blows up because the shield is now the ship model not its own seperate. is there anyway to change the shields so if you bump into something the shields go down but your ship remains intact?
Banzai Borat Jan 31, 2014 @ 9:00am 
First thank you for the quick answers Kaypix.

And yes you answered everything :P

"Speed of any given ship is calcuted by taking the Thrust value (from engine subsystems) minus the Mass (from armor/subsystems/modules etc.)"

Wickerson Jan 31, 2014 @ 2:29pm 
Gortern, I completely agree with your suggestion about a "preview" on targeted ships, stations, etc. I was thinking the other day how I wish there was a window in the bottom right corner to display your target.
Wickerson Feb 4, 2014 @ 10:47am 
Originally posted by Gortern:
is there anyway to change the shields so if you bump into something the shields go down but your ship remains intact?

That would be cool.
aether.tech Feb 4, 2014 @ 11:38am 
Yea, a HUD system like in the old TIE/X-Wing series that shows a rotating model of the ship you've targeted would be great - along with any stats that the KV "sensors" allow us to see, size, weaponry, ect...a "threat" rating matrix maybe?
Kaypix Feb 4, 2014 @ 12:02pm 
I know when I run into asteroids, my shield takes the damage before my ship does, although I don't really run into them very hard anymore. Planets will incinerate you before you can collide with them, and stations will be getting overhauled in the future. I'll talk to the guys about what they could implement with the sensors being able to see specifics about targets.
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