Allright, my turn to address LyskTrevise’s feedback (was a long read). Will try to keep it as short as possible w/o quoting walls of texts.
The current UI suffers from well-known readability and user awareness issues. Parts of it can’t be addressed until we get Keith’s new vectorial UI rendering, which is still months away. Some tweaks can be made in the mean time of course. Adding a dark outline to some elements is doable but I’ve had limited success. Indicators already have a dark outline and it’s almost invisible, due to the mipmapping of the indicator bitmap. Vectorial rendering would address all of that.
On the 3D velocity indicator: there’s already one, it’s a little circle indicator displayed in 3D in the direction of your velocity. Now obviously it does not work if your’re looking in another direction, as it’d be out of screen. Adding an indicator to the screen edge would be possible. But there are other hints about your movements, like the HUD travel lines ( look carefully at the space background when you’re travelling ). In the future I also want to add a more regular “space debris” particle effect which will give you a better sense of speed.
The 3D map is one of the major next steps that we’ll implement, along with the missions generator and objectives. It’ll show all the strategic locations with stats about your team, where the players are, where the battles are, and the status of various objectives ( % of destruction, where are carriers/spawn points etc… ).
I’d love to do the voiced fleet commander personally but I’m not sure it’s within our remaining budget/time to do it.
There’s already a 3-levels zoom toggle, which is bound to the middle mouse button. The W key is used for the “cinematic” zoom and is mostly used for streaming / video recording / chilling out.
The free look already has a reset option: just double-tap the left-ctrl key ( or whatever you bound to it ). You can also leave that key blank in the input profile editor, and then it’ll reset automatically after a couple seconds. It can be debated whether it should be the default or not; IIRC it is on gamepads/joysticks, but it is manual on the keyboard+mouse.
About the auto-warp. So here’s the thing: this was a community demand, however I believe it has now become obsolete. It was supposed to address issues with older versions of the warp which were very newbie unfriendly. We had multiple beginners try to fly to a planet directly, accelerating forever in standard flight, never realizing they had to warp to get there. By the time they realized it’d take forever to fly to a planet at conventionnal speeds, they engaged the warp and crashed into the planet.
The new warp ( which just got implemented in 0.3.0.0 ) should prevent this scenario from happening again ( I mean the crashing into the planet ). However new players still need to figure out that travelling to a far-distance location can only practically be done via the warp.
I think your suggestion of limiting the max speed and showing a message is a solid one, so I’ll probably remove the auto-warp and impmement that instead, soon.
For the meteorite damage: can you give more context as to what happened exactly ? It might be a bug, or it might be one of the ships not working well in warp ( do you remember which ship you were flying, and between which planets you were travelling ? ). Note that the automatic warp speed is well below the meteorite damage limit, so in theory you should not get damaged unless you manually override warp and keep accelerating over the safe limit.
This micrometeorite damage system was only recently implemented and might be a bit buggy. You’re certainly not supposed to die instantly, not understanding what is going on. The way the system was intended, you’d get some continuous damage over a long period of time until you get to a safer warp speed. So I need to figure out what you died almost instantly, that wasn’t supposed to happen. One theory is that you went over the automatic limit in the vicinity of a planet, which suddenly increased the density of micrometeorites, which suddenly increased the damage you’re taking. But that would contradict your scenario of “being in the middle of nowhere with nothing in sight”, so I dunno. I need a way to replicate that issue ( anybody? ).
The way the system is designed, bots AIs replace missing players due to low player population. If the amount of players increased, you’d see less bots around. I don’t think the game would be particularly fun with a couple players flying around, attacking objectives alone ( because there aren’t enough other players to help ). Spawning bots for defense only is doable, but then as a single player you’d never be able to do any damage to the enemy infrastructure. It’d basically force players to gang up together. It’s debatable whether that’s what we want or not, in the context of lower player populations. Personally I’m not sure it’d make the game any more fun.
About squadrons: yeah, that’s totally on our todo list. We also want to give players more tools to coordinate together, with squadron leaders assigning objectives/targets, warnings when you get too far from a teammate, bonus rewards for staying together, etc… but that’s what alpha is for. We still have many important gameplay features not started yet.
That’s already how the current system is set up, except that only factories generate resources. At the moment they generate credits instantly ( based on their types, but also how many of their modules are damaged ), but in the near future we’re going to introduce haulers that navigate in lanes between installations, and those will be the main objectives of the game ( both for attacking or protecting ). Only when a hauler reaches its destination will it bring credits to the team, which then gets split and redistributed amongst players.