What's next? |
Patch 1.17 was quite an extensive update. It correct a lot of things. Granted it didn't fix all the major known bugs, but it's getting closer. Does anyone know if there is anything else in the works yet? I'd kind of curious what bugs will get fixed next. I wouldn't even be opposed to a few smaller patches that knocked out some more of the major bugs. I need not remind the community to continue to report bugs/suggestions. The faster we can get a hold of these bugs the sooner that can be patched.
Somethings I'd like to see... granted not just in the next patch.
+ Alliance proposal CTD fixed.
+ Improved A.I. behavior both in Diplomacy & Alliances.
+ Improved Weapon Balancing
+ Combat Bugs fixed.
+ UI Improvements. (Component sorting, etc.)
Some possible new features...
+ New Splash Weapon Damage.
+ Real top-down components in Ship Design. (Actually have the inner and outer matter in combat)
+ Customizable Governments In-game. (Allow us to change Government rulings to either give a plus or a minus)
I don't know. I haven't really played the game all that much, so some of these might be in or just plain impractically. You are more than welcome to comment and even suggest your own ideas. What was the post-development of SEIV like? Once the majority of the bugs were patched was there a lot of new features added?
Quote:Once the majority of

AoE Weapons
A lot of people are asking for those, but I wouldn't hold my breath if I were you. If you consider the way the combat engine is set up, odds are it can't handle that type of weapon -- it doesn't have any way to address an area, rather than a distance, so it'd take a lot of recoding. To put it another way, the way damage is done is by "rolling" the shooter's stats Vs. the defenders -- while it owuld certainly be possible to have multiple defenders, it'd take a lot of coding, introduce a butload of bugs, and probably not be worth it.
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There are 10 types of people in the world:
Those that understand binary, and those that don't.

Not that hard
AoE weapondry isn't that hard to code. Look at seekers. Nothing about them is calculated until they hit the target, so why couldn't AoE weapons use a similar system, where once the weapon detonates every damageable ship is checked to see if it is in range, and damage is dealt accordingly. You could even add a chance to miss per target without much effort. If I knew the engine calls, I could write the code in a few minutes.
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Give me atmopshperic manipulation cannons, or give me death!

Huh
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Give me atmopshperic manipulation cannons, or give me death!
I didn't think of it that way, you might be right.
At the same time, I'd not like to be the one testing it 
_______________________
There are 10 types of people in the world:
Those that understand binary, and those that don't.




Part 2
Just to let you know, your second suggestion is already in.
Damage that gets past the armor hits the Outer Hull first, and what Outer Hull component it hits depends on what direction the hit came from. Once the outer hull components are gone, it hits the Inner Hull in the same fashion.