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suggestions for next update 
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Joined: Wed May 11, 2016 8:50 am
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hello , im a player from chinese reassembly forum , and here are some suggestions that i hope can be add in next update ,
some of them already exist in functions, but not accessible or need be fixed

1,improve mirror-able block scale
only scale (1~10) customized block can be mirror-able in current version . if a shape contain more than 10 scales , the rest of them can not apply to "mirror of" function

2, "sort", "delete" button in import menu
really helpful if player can sort or delete blueprint files in game

3,new block features, "only collide with ally" and "no collide with ally"

4,block default weapon group fix
the "bindingId" not works well , the weapon always change bind automatically after load game or save/import blueprint

5,"test only with same faction" or "test with all faction" switch in tournament setting

6,more CANNON_BOOST sets
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7,current AI has problem with boosted turret , especially in weapon range or muzzleVel miss aim

8,seed/root structure fix
currently customized plant or root structure may spam in same type or even dont spawn single,
I guess it happened because game always choose the most P plant/structure , sometime it would choose the station blueprint and cause error
I suggest the plant/structure always choose the blueprint only contain same command block , and can pick blueprint randomly
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9,decrease the AI calculate cost on missile/drone
missile/drone AI always cant avoid point defense firepower , so only route and "keep target in range" calculation is necessary

10,transparent block fix
transparent block should hide the turret/photosynth pattern

11,explosive laser sound and effect fix

12,auto P calculate formula improve
hope it can take "weapon spread , charging time , weapon power cost ......etc" into formula

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Sat Jul 22, 2017 8:28 am
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13, show laser pulseAvailability as "efficiency" in ship editor data menu

14,prevent fly from ship test
test ship with flies is totally waste of time

15,tournament/test do not auto quit when finished
sometime we do miss the final score with auto quit

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Tue Jul 25, 2017 5:25 am
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Joined: Fri Nov 11, 2016 4:43 am
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16,Make turreted launchers
17,Possibly make a "force engage" AI behaviour tag that will make any ship, even the smallest one, engage nearby enemies and not make them flee. This could be useful when making swarm drones ore the like where each one is weak but they still can win.
18,Possibility to make your thrusters use energy when firing (when modding), it would be totally dependent on the amount of thrust it is outputting at a given time and what "efficiency" you make it to. For example you could make a thruster use 5 power per 10 000 thrust it outputs per second. You could make it any number you like.
19,Kind of the same as suggestion 18, but with reactors. You could add an extra feature when modding reactors that makes it use resources to make power, it would only use resources when making some. You could make the efficiency whatever you like like with the thrusters.


Mon Jul 31, 2017 4:57 am
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Aleksander Wit wrote:
16,Make turreted launchers
17,Possibly make a "force engage" AI behaviour tag that will make any ship, even the smallest one, engage nearby enemies and not make them flee. This could be useful when making swarm drones ore the like where each one is weak but they still can win.
18,Possibility to make your thrusters use energy when firing (when modding), it would be totally dependent on the amount of thrust it is outputting at a given time and what "efficiency" you make it to. For example you could make a thruster use 5 power per 10 000 thrust it outputs per second. You could make it any number you like.
19,Kind of the same as suggestion 18, but with reactors. You could add an extra feature when modding reactors that makes it use resources to make power, it would only use resources when making some. You could make the efficiency whatever you like like with the thrusters.



Rocket launcher turret has been made , you can get it here
http://steamcommunity.com/sharedfiles/f ... 1093880696
Although it's ring of multi small launcher , but it function like turret.

You can use "attack" flag in Ai set, and disable random Ai flag in cvars , it may works well as you mentioned above

Thruster use energy or R as bonus is good idea . I have build a laser thruster using force laser as propel power , but it requires manual control and Ai can't use it .

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Mon Jul 31, 2017 7:38 pm
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As Aleksandr mentioned above ,
There is problem of R consume function and negative data set , so there's some suggestions of it:

20, R consume turret or generator,

21, negative block data set
Thruster with negative thrust force get opposite default thrust direction
Heal turret works like heal laser

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Mon Jul 31, 2017 8:06 pm
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22, the "launchspeed" block set won't work when duplicated block has "launcher" feature

23, keyboard number pad won't work in sandbox

24, modder can set block P=0 with "points=0" in block data , instead of P auto calculate

25, if ship stuck with other ship/station , game can auto move them out after load save slot
detecting current map sector after load , if distance between ships are smaller than ship radius , relocate the position of them

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Wed Aug 09, 2017 1:30 am
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