Search found 15 matches

by moonracer
Tue Sep 20, 2016 11:20 am
Forum: Your Suggestions
Topic: Support of VR
Replies: 7
Views: 3324

Re: Support of VR

I own a Vive, love it and I think Pulsar could work in VR, but I think the devs should wait on working on that for several reasons. VR is still figuring itself out (which is why we constantly see the above posts on locomotion). Controlling the ship terminals would be supper easy and intuitive with V...
by moonracer
Tue Sep 20, 2016 10:59 am
Forum: Announcements
Topic: Mid September 2016 Progress
Replies: 3
Views: 3057

Re: Mid September 2016 Progress

I'm very excited for this update. Having AI follow you off ship is going to be huge! One good captain's order would be to "capture/disable target ship". I think the key feature of this would be to only fire at the target ship when shields are up (to minimize hull damage and allow boarding). Boarding...
by moonracer
Thu Apr 07, 2016 1:11 pm
Forum: Your Suggestions
Topic: Character Design Suggestion w/ Pictures
Replies: 2
Views: 1925

Re: Character Design Suggestion w/ Pictures

I agree the current player models are lacking. I like the idea of 70s sci-fi uniforms. I think that fits well with the game world and the obvious Star Trek influence/fan base. It will be interesting to see if the game gets faction specific uniforms. Perhaps the crew starts off with something neutral...
by moonracer
Wed Mar 23, 2016 6:46 pm
Forum: Your Suggestions
Topic: Multiple points of interest per planet
Replies: 2
Views: 1534

Re: Multiple points of interest per planet

I agree there needs to be a lot more variety. Dust 514 on the PS3 did a pretty good job with a simple socket system. Make terrain maps with various sockets, then have a set for each socket type. So for example there are set locations for rock formations and five types of rocks. One map has tradition...
by moonracer
Wed Mar 23, 2016 3:45 pm
Forum: Your Suggestions
Topic: Multiple points of interest per planet
Replies: 2
Views: 1534

Multiple points of interest per planet

Add the option for planets to have more than one area you can beam down to. This would make planets seem larger without having to change the existing planet maps layout style or size (just the number of them in game). The transporter already has a menu to allow multiple destinations. This could also...
by moonracer
Mon Mar 21, 2016 4:40 pm
Forum: Your Suggestions
Topic: Show Crew Level of joinable matches
Replies: 0
Views: 874

Show Crew Level of joinable matches

This is a pretty simple idea. It would be nice to have some idea of where in the game a crew is when deciding to join a random crew. If we could see the crew level of a group playing, in addition to the ship name and match name we would know whether we are jumping into a fresh game or something more...
by moonracer
Thu Mar 10, 2016 4:54 pm
Forum: Your Suggestions
Topic: Thrust control for manual piloting
Replies: 4
Views: 2319

Re: Thrust control for manual piloting

wait, am I just missing something? If I'm in precise/manual flight mode and want to change the speed, the only way I am aware is to press "x" to switch to auto, change the speed, then press "X" again to switch back to manual. Pressing the mouse button just puts me at max speed while I hold it down. ...
by moonracer
Thu Mar 10, 2016 12:15 am
Forum: Your Suggestions
Topic: Thrust control for manual piloting
Replies: 4
Views: 2319

Re: Thrust control for manual piloting

I tend to use precise controls and often fly at specific speeds, so max forward and reverse are not ideal.
by moonracer
Wed Mar 09, 2016 2:18 pm
Forum: Your Suggestions
Topic: Thrust control for manual piloting
Replies: 4
Views: 2319

Thrust control for manual piloting

This seems like a pretty straight forward request. When I pilot I prefer the manual controls instead of auto. If I want to increase or decrease thrust I have to switch back and forth between the control schemes because only auto has that (W+S keys by default). simply adding thrust controls to R+F ke...
by moonracer
Tue Mar 01, 2016 12:31 am
Forum: Your Suggestions
Topic: Extended Coms (game-world wide)
Replies: 1
Views: 1271

Extended Coms (game-world wide)

I was thinking it would be interesting to see the communication screen have options all the time. We can use it to shop at stations when there is one in the current system, but that is it. However this could be used for many more things. Location Specific Comms: These would be like the current optio...