Ship I want to beam to does not appear in the "spacecraft" list when asking the crew for a transport. I try to use the station manually. "Transporter cannot lock onto target." Don't understand the message...? Shields are down and ship is in range, transporter system undamaged.
Using the "sprint" key while in EVA causes your thrusters to fire faster, but, despite the fact your muscles are not really doing anything, it also drains your stamina. Is this inconsistent?
I'll preface this "Suggestion" with some points on my concerns, as well as a full disclaimer that I am still learning this game and some information might be incorrect. Please don't flame me, I'm just trying to help a game I have passion for. I understand it's a tremendous amount of work for one man.
Key topics in this post:
1. Lack of information
2. Research
3. Blueprints
4. Interface
Let's dig in.
*Lack of information*:
Currently the game's Wikipedia page is incredibly outdated, and often missing information. If it is present, it's almost impossible to find - simple questions require pestering players to get answers, and often times there isn't a reply. The help beacon will be met with static. My personal experience on this issue was a civilization that wouldn't get any citizens until I built an airport, while I still barely had a stone quarry. Who would even think to do that? Nothing on the Wikipedia about that.
How to fix:
It's time to make this game easier to understand, perhaps by putting up a question log on the main website to see what areas people are confused about and by allowing their respective answers to be displayed clearly and effectively on the Wikipedia, players will not only get the help they need now but future players would as well. Veteran players should take time to update the game's wikipedia, and help players as much as they can(but not required too). It should not be a trial by fire to play a game. Targoss is not a replacement for something every game should have. I believe this question post and reply would replace the help channel in-game, and would allow for actually getting a response and not just giving up.
*Research*:
The biggest concern for me currently, patents feel like a very cheap placeholder and detract greatly from the sense of accomplishment that used to be present in the game in the form of Tech Levels. Patents are ridiculously cheap and easy to make, and are not centralized - having them spread out through every building is stress inducing and pulls you out of the game. While it's cool to have specialized buildings developing "methods" for creating new materials; It's not really how it ever happens or even practical. Think of a mine developing nuclear material mining methods. It just doesn't make sense to me, the mine would have been created after that method was discovered not before.
How to fix:
Remove patents entirely to be replaced with a more Factorio like structure that is centralized and done from one building(maybe the university?) that allows you to view the tree from the capital, or a separate window. If you aren't familiar with this structure, it's essentially a tier based tree that allows for progression down various tracks based on what you currently understand. Research should take considerable time and money + resources to develop both generalized and specific methods for manipulating the game - such as "advanced material processing 1-5" for mining and processing different tiers of ore. This would greatly extend the value of the game, the time people put in, and the sense of accomplishment that would only build off of itself as you progress in the tree. Most importantly, It would keep people playing.
*Blueprints*:
As if the game wasn't already complicated enough, blueprints are an added layer of complexity that while some players might say there are tutorials for, there really aren't. It's great that it allows for almost limitless possibilities, but it's costing too much on the end of the user who just wants a simple spaceship. While the tutorials supplied by Haxus are mostly sufficient, the designer itself has a lot of fundamental flaws in the ease of use category. I think it's silly that I have to constantly move the grid to new objects just to have them work right. I have thousands of hours worth of experience designing levels for several different kinds of game engines, and working with X/Y/Z grid planes isn't foreign to me - Yet, I still haven't been able to design a working ship. You shouldn't have to be a 3D modeler to make a spaceship in a game, but allowing people to take advantage of this system if they are capable is very nice. See my attached photo for what I would prefer as an editor.
How to fix:
Create a easy to see and understand blueprint system that is present at all times within the spaceship factory, and have a set of standardized Hazeron provided ship types that are free to use by any player and always accessible. While advertising that all models in-game are built by players is pretty sick, there should always be a reference.
*Interface*:
This is difficult to address. I'm not even fully sure I'm even capable of determining how I would fix this issue, but it needs to be discussed. This game is very complex and it allows for the user to really let their imagination run wild, but it must be admitted that the current interface is incredibly convoluted. There is a lot of information that is similar and not grouped together, interfaces that could be combined and easier to use(Inventory, gear, crafting - I'm looking at you). It seems to be a common problem in this game offering incredible options, but hours of learning to even do the simplest of tasks(not a bad thing, just no resources really). Once again I honestly don't know how I would fix the UI, but I know it needs to change.
EDIT: Some other things that could be added;
1. An actual play button within the launcher, not images. (wtf)
2. BLUEPRINT FILTER SHOULD DEFAULT WITH "FOR THIS TYPE"!
new players don't need to see a mine for a farm.
Designer Save/Restore Location Design Environment Menu item to save/restore my current location/orientation.
Your location can now be stored using the View|Save My Position menu. Your location, facing, body pose and head tilt are stored.
Your location can be restored using the View|Restore My Position menu. There are also options to position yourself at the drawing origin and at the grid origin.
Position information is stored with the blueprint.
Right-click menu on turbo lift in parts tree now has an option to rename a lift stop. Any lift door with the same name is also renamed at the same time.
Designer Remote Cameras What about remote camera locations on the hull that you can switch to from the command chair?
Cameras can now be placed in a blueprint. While sitting in a command chair, you can switch cameras on or off. Then you can move forward/backward through the sequence, ordered by part id. When the camera is switched on, it resumes at the last selected camera.
Default key command station key bindings are Home=Camera on/off, Page Up/Page Down to move through the sequence.
The camera part only provides a location. Its orientation and size do not affect anything.
You can also position yourself to the location of a camera in the designer. Right-click on the camera (or any part) in the parts list to move to its location.
Designer Remote Doors Door should have a property of whether it opens when M is pressed.
Doors now have properties to control if they are opened by the remote door switches in vehicles and in spacecraft. These properties apply to all doors, not just hull doors.
In existing blueprints, hull doors are set to respond to vehicle and spacecraft remotes. All other doors are set to respond to neither.
Designer Door Properties Door properties do not show the properties of the selected part when displayed.
Door properties window now shows current properties of selected doors.
Showing properties of existing parts is very useful, just a bit more work than I was prepared for the first time around. I will transition all of the properties windows to do this as time permits. New properties windows will get this behavior right away.
Designer Colored Lights Add a color to blinking lights.
Strobes and rotating beacons now have a light color property.
Designer Align Turbo Lift It seems odd that turbo stops, which are treated as states of the turbo lift object, do not behave the same as other similar items. the turrets moved fine, the gun states moved with the base states. but yet the turbo stops don't move with the design.
Turbo lifts now act like all other parts when dragged or moved. Transformations apply to all states of the turbo lift equally.
The Parts|Align Turbo Lift command was added to align a turbo lift stop. It moves only the current stop. It is the ONLY way to move a turbo lift stop without affecting the other stops.
While it seemed clever to allow movement of the turbo lift to affect only the current stop, that behavior was not compatible with other behavior expected by users, such as when copying/pasting a drawing, or rotating a design that was drawn in the wrong direction.
I will remake the relevant video when time permits.
Designer Blueprint vs Design The Design menu should probably be renamed Blueprint, to be consistent with other usage of the term.
Design menu change to Blueprint menu.
Designer People in Preview Crew in preview to test pathing.
People can now be created in the design preview, using the Blueprint|Preview People command. There is a button for this on the tool bar. The button will not create people if any have already been created in the preview. They disappear when the preview is canceled.
People can be selected by clicking on them and you can click on the floor to tell them where to go. The unit orders window is not shown but its key commands for issuing unit orders are functional; Ctrl+H for "Come Here" and Ctrl+F for "Follow Me" are handy. Livestock does not respond to unit orders.
In spacecraft designs, all berths and livestock posts are filled. People appear at their berths; then they go to their stations. Livestock appears at their posts.
In building designs, all citizen posts, guard posts, and livestock posts are filled. They all appear at their posts.
Designer Berth Assignee Name Make a decal that shows the occupant's name of a particular berth.
A berth occupant name decal was added. It must be associated to a berth to appear in the finalized drawing. The decal displays the name of the person assigned to the berth, or Unassigned.
Designer Site Properties Ability to edit site properties - as far as I can tell the only way to change a site after placing it is to delete it. Not the biggest deal, but sometimes I forget that I was using conrete instead of grass or something.
Site properties can now be edited.
This properties window shows the current properties of the selected parts when the window appears.
Designer Effect Intensity It would be nice if the intensity of the effect texture layer could be controlled.
A Faces|Finish|Effect Intensity command was added to configure effect intensity. Intensity is configured on selected vertices of the selected faces.
Helpers|Save Grid Position and Helpers|Restore Grid Position menus were added. There is also an option to restore the grid to the origin.
Grid positions are stored with the blueprint.
Designer Landing Orientation Could we have an option when designing ships to set thier "landed" angle?
Spacecraft properties now specify if the ship is to land on its belly or on its tail.
Spacecraft will observe this property when orienting to terrain or other surfaces.
Crew will observe this property when landing and taking off.
World Map World map not visible unless inside the building.
World map texture is now updated when you are at the building site. Inside the building is no longer required.
Click Mount Destination Bug Click floor to order mount to a location, a crewman in this case,and the green spot is above the floor.
Fixed destination plane calculation to use the floor below the mount.
Automatic Manual Doors Manual doors open automatically.
Finished manual vs automatic door code. Manual doors will not open or close automatically.
Atlantis Update
The Atlantis spacecraft model (Atlantis.SoH) that is distributed in the Blueprints folder with the SoH client now has a second transporter room, plus some additions to the Capt Cabin. I will update the exchange after the servers awaken.
I'm not sure if this is an issue solely with my designs, or more widespread. I'd say about 3 or 4 months ago turbo lifts worked "alright" (as in it might take a few tries but they generally moved me around). However since then they simply do not operate. The ship has respawned due to destruction twice, and the lifts remain inoperable. I have tried sending them to different decks multiple times, even waited 24 hours after a request (left it logged on) and it never traveled. They will come when called to the floor, I have not attempted having another person call it while I am in it. This occurs for two ships I have of the same model (the only ships I have with turbo lifts). Once I have a shipyard up I will manufacture another ship of the same model and see if it's turbo lifts work, although I wouldn't be surprised if they do as these two ships worked fine initially. It just seems as though over time they stopped. Let me know if you'd like to check them out, I can give you their info.