Weekly Discussion #29 - What would you like to see in the game next?

Beetles should be able to cross water like rhinos do. Whether or not they should function as depth charges as they crawl over the seabed I'll leave to smarter minds than me.

"Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

See all my projects:

"[...] cross water like Rhinos do" - enough FAF forum for today. Smfh everyone getting the trainer-icon these days!

Inactive.

Not really a big thing but remove acu from select all idle engineers selection. In my 5000 games its never been usefull and always been annoying

There's a separate keybind for select all idle engineers excluding ACU

I got scammed

@sladow-noob said in Weekly Discussion #29 - What would you like to see in the game next?:

"[...] cross water like Rhinos do" - enough FAF forum for today. Smfh everyone getting the trainer-icon these days!

The maths dont lie! Rhinos can swim!

Decoy units and structures.

How about making right click to cancel selected ping instead of doing the same thing left click does? It's pretty painful in the alternative hotkey preset.

@sladow-noob Wagner! I MEAN WAGNER. Don't bully 😞

@thewheelie said in Weekly Discussion #29 - What would you like to see in the game next?:

Not really a big thing but remove acu from select all idle engineers selection. In my 5000 games its never been usefull and always been annoying

A thousand times this.

"Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

See all my projects:

@IndexLibrorum My man you can't say "Don't bully 😞" and have the reading comprehension of Helen Keller in the same post.

Weekly Discussion #29 - What would you like to see in the game next?:

There's a separate keybind for select all idle engineers excluding ACU

@deribus I'd like to speak to your manager about bullying please.

"Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

See all my projects:

Galactic War

Developer for LOUD Project | https://discord.gg/DfWXMg9
AI Development FAF Discord | https://discord.gg/ChRfhB3
AI Developer for FAF

Community Manager for FAF
Member of the FAF Association
FAF Developer

how about being able to see how many missiles our teammates' smds have loaded and what % they are on, idk if there is already a ui mod for this if anyone knows

also that suggestion to be able to see friendly intel ranges in general

and a suggestion of my own: while you have nuke launcher/submarine selected, it renders ranges of all known enemy smd on the screen, before you say it is op, this is kind of already possible but:

  • you have to look at entire map for smds first
  • select a t3 engi (if you have one in first place)
  • place smd over every enemy smd to check its range
  • remember all the ranges you just saw while using a nuke launcher/submarine

and it's not like being able to tell where you can nuke at a glance is some game breaking mechanic, it is something that the game needs more of, convenient ui

possibly equivalent system for tml/tmd selection

@indexlibrorum said in Weekly Discussion #29 - What would you like to see in the game next?:

@deribus I'd like to speak to your manager about bullying please.

He said Helen Keller, not Karen Keller

@mach said in Weekly Discussion #29 - What would you like to see in the game next?:

  • place smd over every enemy smd to check its range
  • remember all the ranges you just saw while using a nuke launcher/submarine

and it's not like being able to tell where you can nuke at a glance is some game breaking mechanic, it is something that the game needs more of, convenient ui

possibly equivalent system for tml/tmd selection

@Jip ringmod merged when?

While we are talking about intel, I'd love it if the edges of shield bubbles could be made visible even if the shield gen isn't scouted.
Mostly this causes problems when you are shooting something that only looks unshielded, because the bubble doesn't render, but actually is shielded. E.g. this:

PDs look unshielded:
Screenshot_74_cut.png

Surprise, they actually are shielded:
Screenshot_75.png

Note that this is not like many of the other intel quirks that fix themselves after a couple ticks. If you don't have intel on the shield gen, the bubble will just never be visible to you.

(I'm assuming this, like many intel related things, happens in the engine and is hence unfixable 😦)

this seems the same as being able to see weapon effects from weapons that you didn't scout yet, which already happens

When a mesh is or is not shown depends on the center of the mesh. If that is in vision then it is shown. This is of course not ideal for shields 🙂 There are two parts of a shield:

  • The shield mesh, what you see and collide with
  • The shield unit, that provides the shield

What we could do is:

  • (1) Make the shield mesh always visible, regardless of intel
  • (2) Make the shield mesh (temporarily) visible when they are damaged
  • (3) Give temporary intel surrounding the unit that provides the shield as you damage the shield

(3) is also applied for beam weapons, last time I checked

A work of art is never finished, merely abandoned

Some more EQ fixes implemented before 2030.

edit:

@Jip for posterity

Personally, I'd like to see mobile factories building while moving.

I'd also like to see sub actually go deep(er) but that's way more of a balance change and I like to think it will be part of the full navy pass that's coming eventually.

@deletethis feel free to make a list of what you'd like to see, EQ was of before my time

A work of art is never finished, merely abandoned