New Frames & Inventory Console Features
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Bænlynn
- Ensign

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New Frames & Inventory Console Features
Would like to see a piece of gear specifically for explorers. A long-range scanner that can point the way to nearby stars, within say... 100-200 sectors depending on class. Would make finding uncharted systems a little easier.

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\"The truest measure of character is the way in which we treat our enemies. This is the first rule. It is the greatest rule. It is the rule that shows us--when we hold in our hands the fate of someone we truly despise--who and what we are at our most unguarded.\"
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Kyle_Gates
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New Frames & Inventory Console Features
PERFECT! Like I said. #1 Stunna.....make the game world feel a bit more "real". Shouldn't be beyond the game's or the makers capabilities. Differnt types of encounters with the ships/stations/planets that already exist. Ships already jump in and out of a sector. Why cant they possibly engage in spontaneous fighting/trading/struggling?From post: 129306, Topic: tid=8608, author=Maarschalk wrote:Like players have mentioned before this Game is created by one man. With that in mind I would add that more complicated and extensive Game play options, the playable balance can get easily disrupted as lot of players are discovering with all the mods out there.
1. Even the most current updated average Computer System will have some problems running all the best mods at the highest graphics settings.
2. The Game becomes more time consuming for one man to maintain and troubleshoot if problems arise!
3. The more complicated the Game the more you open up the possibilities of cheats and exploits that will make the game to easy or ruin the fun for others!
Yes, we all can always love and wish for more. Lets keep reality in mind though what ever relatively speaking that is!.......:P
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Letoras
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New Frames & Inventory Console Features
Piracy needs more pilots on each server, it wont have a nice result as it is i believe.
Only between clans there can be conflicts as long as they have miners and traders to protect or going for scheduled battle.
Only between clans there can be conflicts as long as they have miners and traders to protect or going for scheduled battle.
Surf Solar.
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Raynor
- Lieutenant

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New Frames & Inventory Console Features
Well well well, its me again (what a dweeb...)
I've experienced something a little annoying that i presume would be simple to fix. I was doing a mission for a system's navy, had to protect a ship. So i show up to the navpoint, start blasting the enemies. And then after a while two new ships show up. Navy.... Hostile. So those two idiots proceeded into attacking me while i'm hmmm....trying to defend one of their own. It seems to me either 1 - when you take on a mission for a faction, regardless of your standing with them, they should be friendly at least for the duration of that mission or 2 - You can't take missions from a faction you're not friendly with.
Also, Is it just me or when there are multiple friendlies fighting alongside, the enemies seem to almost 99% of the time always target me anyway and forget about everyone else? That's been my experience anyway, it makes me feel like the whole universe has it in for me.
And to answer Maarschalk, personally i'm just like, throwing ideas out there. I in no way think that Vice is sitting there taking notes on everything i'm writing and going "oh why didn't i think of that before! Thank you!" I know that realistically, any new thing can be hard to implement. Also these are my ideas, they're not necessarily good. But i have to think that somewhere among all the feedback he is picking on one or two things or if nothing else, that it is inspiring a few improvements (not my ideas, i mean everyone's).
As it is, the game is GREAT and if it never improved i'd still keep on loving it. But perfection is also in the details... and it is my belief the game is only a few not so major tweaks away from perfection.
[Edited on 2-7-2012 by Raynor]
I've experienced something a little annoying that i presume would be simple to fix. I was doing a mission for a system's navy, had to protect a ship. So i show up to the navpoint, start blasting the enemies. And then after a while two new ships show up. Navy.... Hostile. So those two idiots proceeded into attacking me while i'm hmmm....trying to defend one of their own. It seems to me either 1 - when you take on a mission for a faction, regardless of your standing with them, they should be friendly at least for the duration of that mission or 2 - You can't take missions from a faction you're not friendly with.
Also, Is it just me or when there are multiple friendlies fighting alongside, the enemies seem to almost 99% of the time always target me anyway and forget about everyone else? That's been my experience anyway, it makes me feel like the whole universe has it in for me.
And to answer Maarschalk, personally i'm just like, throwing ideas out there. I in no way think that Vice is sitting there taking notes on everything i'm writing and going "oh why didn't i think of that before! Thank you!" I know that realistically, any new thing can be hard to implement. Also these are my ideas, they're not necessarily good. But i have to think that somewhere among all the feedback he is picking on one or two things or if nothing else, that it is inspiring a few improvements (not my ideas, i mean everyone's).
As it is, the game is GREAT and if it never improved i'd still keep on loving it. But perfection is also in the details... and it is my belief the game is only a few not so major tweaks away from perfection.
[Edited on 2-7-2012 by Raynor]
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Raynor
- Lieutenant

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New Frames & Inventory Console Features
Just now saw this. I DID suspect that maybe ships never disappeared based on a past experience when a ship had went off range for about half a minute and then reappeared but yeah, without the proper means of finding a target (i had no idea a deploy construct could do that, i have yet to buy one) that has been off range for several minutes, i might as well be looking for a needle in a haystack (maybe if i had had any idea where i was in the sector when it went off range, but i wasn't paying attention).From post: 129049, Topic: tid=8608, author=Marvin wrote:From post: 128904, Topic: tid=8608, author=Raynor wrote:I damaged a ship badly and then during the fight it went out of range. I continued fighting with the remaining ships, one of which was the bounty target. After killing them, the mission was still not over. I figured it was because i hadn't shot down one of the ships but since it had went off range, i could not find it again and so i was forced to fail the mission (i tried going back to the nav and that didn't work). I think bounty missions should ONLY require you to kill the target, the other ships should be optional. If nothing else anyway you should not fail the mission just because a ship escaped, as long as you killed the target.Ships don't escape. They never leave the sector. Hunting down a retreating target and killing it is often the best part of the contract. If you haven't figured out a good search pattern, then buy a deploy construct and use the sensor array to find your prey.
I still don't see why if a contract asks to kill one specific target we should have to kill his wingmen too... Yes, i can see the point that it would make bounty missions too easy but.... In this case then maybe ht emissions should specifically say that you need to kill the target AND his wingmen.
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BvP
- Ensign

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New Frames & Inventory Console Features
A Naval quest framework (like the included quest) for combat pilots. Not just replacing the default quest, but a secondary quest framework just for military pilots.
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Viper
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New Frames & Inventory Console Features
Good one. and to expand on that, a Rebel/Guild/Vonari/otherwise bad guy Quest. Just for those who like to be da baddy. 

\"For he today who sheds his blood with me, shall be my brother\"
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BvP
- Ensign

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A Pirate/Rogue quest could be good too.From post: 129535, Topic: tid=8608, author=Viper wrote:Good one. and to expand on that, a Rebel/Guild/Vonari/otherwise bad guy Quest. Just for those who like to be da baddy.

[Edited on 2-7-2012 by BvP]
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DukeLetoIII
- Ensign

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New Frames & Inventory Console Features
Hmmm..
-- More weapon types
-- ability to add more weapon hardpoints of your choice
-- volume based inventory system instead of slots
-- More weapon types
-- ability to add more weapon hardpoints of your choice
-- volume based inventory system instead of slots
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Marvin
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New Frames & Inventory Console Features
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BvP
- Ensign

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I know, but I am actually asking for A Naval quest framework for combat pilots. Not just replacing the default quest, but a secondary quest framework just for military pilots.From post: 129549, Topic: tid=8608, author=Marvin wrote:You can create a customized quest ... put the whole thing in the war zones or out in Vonari space. Whatever tickles your fancy.
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Maarschalk
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New Frames & Inventory Console Features
When it is a destroy Ace mission it always states that you need to destroy all ships flying with him!....From post: 129526, Topic: tid=8608, author=Raynor wrote:
I still don't see why if a contract asks to kill one specific target we should have to kill his wingmen too... Yes, i can see the point that it would make bounty missions too easy but.... In this case then maybe ht emissions should specifically say that you need to kill the target AND his wingmen.
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Marvin
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BvP
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New Frames & Inventory Console Features
When I create a combat pilot and fly to Sapphire I can not start the quest (or is there a way that I am not aware of) so the game does treat the pilots differently. It would work as a seperate quest framework for combat pilots (sorry if I did not make that explicit enough in my original suggestion).From post: 129554, Topic: tid=8608, author=Marvin wrote:How would that work? Civilian pilots can land or dock anywhere ... same as a military pilot.
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Maarschalk
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You can trade in your Military ship for a Civilian one and then start the Quest I believe! If you started as a Combat Pilot!...You need Cargo space to do the Quest and the Sarter Combat Pilot ship has no cargo bay!.....From post: 129560, Topic: tid=8608, author=BvP wrote:When I create a combat pilot and fly to Sapphire I can not start the quest (or is there a way that I am not aware of) so the game does treat the pilots differently. It would work as a seperate quest framework for combat pilots (sorry if I did not make that explicit enough in my original suggestion).From post: 129554, Topic: tid=8608, author=Marvin wrote:How would that work? Civilian pilots can land or dock anywhere ... same as a military pilot.
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BvP
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Thanks for the info (I still want a 2nd quest frameork though).From post: 129562, Topic: tid=8608, author=Maarschalk wrote: You can trade in your Military ship for a Civilian one and then start the Quest I believe! If you started as a Combat Pilot!...You need Cargo space to do the Quest and the Sarter Combat Pilot ship has no cargo bay!.....
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Marvin
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Viper
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Well let me ask a couple of newbie questions too, lol.
- Can anyone tell me if it's doable without spending days on it?
- Can you create a quest that will let you start in a military ship?
- Is it possible to do a custom quest in a ship you already have, or do you need to start out with a fresh one?
- Can anyone tell me if it's doable without spending days on it?
- Can you create a quest that will let you start in a military ship?
- Is it possible to do a custom quest in a ship you already have, or do you need to start out with a fresh one?

\"For he today who sheds his blood with me, shall be my brother\"
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sundalo
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Was pondering the thought of secondary device suppprt such as another joystick or peripheral, I say this because not everyone here uses a HOTAS setup and operate with a joystick with no throttle, or mouse keyboard. With a HOTAS setup, those issues are moot since those devices have software that can read extra supported devices as one. If you happen to mix and match devices then only one control device will be used while the other won‘t. With the addition of walkers in the expansion, it would open up some nice options.
[Edited on 2-8-2012 by sundalo]
[Edited on 2-8-2012 by sundalo]
[Edited on 2-8-2012 by sundalo]
[Edited on 2-8-2012 by sundalo]
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Maarschalk
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New Frames & Inventory Console Features
From post: 129602, Topic: tid=8608, author=Viper wrote:Well let me ask a couple of newbie questions too, lol.
- Can anyone tell me if it's doable without spending days on it?
- Can you create a quest that will let you start in a military ship?
- Is it possible to do a custom quest in a ship you already have, or do you need to start out with a fresh one?
1. -This is all relative. Depending on how many missions and how complicated you make it!
2. -Yes
3. -Yes, you can use your current ship.
[Edited on 2-8-2012 by Maarschalk]
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Marvin
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BvP
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That's not really the same as what I was suggesting, but thanks for trying... A second quest system for combat pilots would be nice to have.From post: 129574, Topic: tid=8608, author=Marvin wrote:Well, you can do that without involving Vice. Just script a quest targeted at military ships, start as a civvy pilot, then get a military ship to do the quest.
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Marvin
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Dingo
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some sort of MP name registry. I don't like being impersonated.
Life is an illusion. Only shooting red things is real.
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deMangler
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Some really good ideas in this thread. Some (lots actually) of them, I am like Nooooooo, don't do that! Others, I am like - cooool.
Anyway, apart from a zillion things I think would be great, there is just really on thing that spoils my immersion, and would make all the difference for me, it is this.
Realistically scaled planetary systems, planets and moons, with gravitational effects and orbits. Without this for me it is a good game but is no space sim.
Ship drives, warping, tech, economy, politics, NPC's, missions... all that stuff is fantasy and can work how anyone likes without (necessarily) spoiling immersion, but every time I interact with one of those tiny non-orbiting planets my immersion is shattered. Automatically.
Well, there is what I would love to see in a future update.
Still - this game is the best game in this genre so far, so I am not complaining, just adding my ideas to the feedback.

Anyway, apart from a zillion things I think would be great, there is just really on thing that spoils my immersion, and would make all the difference for me, it is this.
Realistically scaled planetary systems, planets and moons, with gravitational effects and orbits. Without this for me it is a good game but is no space sim.
Ship drives, warping, tech, economy, politics, NPC's, missions... all that stuff is fantasy and can work how anyone likes without (necessarily) spoiling immersion, but every time I interact with one of those tiny non-orbiting planets my immersion is shattered. Automatically.
Well, there is what I would love to see in a future update.
Still - this game is the best game in this genre so far, so I am not complaining, just adding my ideas to the feedback.

