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Vespasian

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vespasian's Issues

Sometimes thrust controls reverse

Observed on the PC .NET build.
Pressing left thrust pushes ship left instead of right etc. It happened after entering a planets SOI that flipped the ship 180 degrees, so perhaps its just not correctly localizing the thrust vectors to the ship.

Ship replacement system

Ships should define what slots they support, and how they look, everything else is driven by upgrades.
Perhaps we could integrate some existing upgrades into the ship instead, e.g. the warp engine, thrust, cargo space? It would make ship selection itself more interesting.

More interesting stuff in space

e.g.

  • a dust cloud (can be implemented as an orbiting VFX basically)
  • a partial asteroid belt - add pie slice like controls to the existing asteroid belt, it can be controlled with VFX circle settings already. Area affect would need to consider these settings as well.
    What else? Add more here...

Improved bloom

Minor flare effect. Bloom in general is not coming across at the moment, tweak the effect and see what might be necessary to give a more bright feeling.

Faction resources/energy/population

Faction can have different colony types: mine, collector and station. These allow increase in the different faction values for resources, energy and population respectively.
These values then determine how the AI can expect.
e.g. It requires resources to expand always, they are used to build infrastructure. It requires energy to power mines and supply population. And population grows over time when energy is met.
Have some base values always to avoid stalling.

Improve save system to keep last N saves for each slot

Currently the player can destroy their game as they can only have one save and they get trapped without fuel.
Perhaps keep the last docked save and the latest one (if they are different), so the player can always revert to a safe position instead of N previous saves? Or both N previous saves AND the last docked save.

Implement upgrade slot system

Upgrades should have a set of slots they can apply to instead of a "replaces" list. Player should have a list of upgrades they own separately from what they have attached to ship.
The slot could also define what part of the play UI it is attached to.

Clean up the map mission UI

e.g. hide the label (labels like this shouldn't be necessary anyway, it should be clear that it is a list of missions).
Could also collapse the mission list section entirely when there aren't any or no system is selected. DON'T have that change the map though. The mission list should overlay the zoom/pan galaxy map, not be next to it.

Drag effect vfx

Probably a re-entry type effect like in KSP.
Need to evaluate if we really want drag at all, we could just remove it entirely? But even if we do this would still look cool when player in very close to a planet/star.

Add play mode UI for slots with player actions

This can replace most existing buttons, allowing more generalized UI specification. e.g. an upgrade can specify both its shop/slot UI AND its optional play mode UI, and a slot type can specify its onscreen placement in the play mode UI.

Jittery crash indicator.

Perhaps the position is not interpolated between sim path points. However doing so might be v expensive, not sure.
Anyway a quick fix idea that comes to mind is just smoothing the position over time. It is fixed relative to the body anyway (discounting axial rotation), so just smooth it relative to that maybe? Until the sim path changes the collision position doesn't.

Launching probes

Make these required to evaluate resources.
Re-use rocket code.

Upgrade UI

Use the ship slot specifications to show player current upgrades, and allow purchase/swapping when docked.

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