I’m sure it’s happened to most of us at some point, but it really is annoying to go into battle with ANY modules not equipped. Especially a main weapon
Now, I know it’s an easy thing to check for, but it would be nice to have a warning that pops up when trying to go into battle with a ship that is not fully equipped.
I’m sure it’s happened to most of us at some point, but it really is annoying to go into battle with ANY modules not equipped. Especially a main weapon
Now, I know it’s an easy thing to check for, but it would be nice to have a warning that pops up when trying to go into battle with a ship that is not fully equipped.
Thoughts?
Just a blinking icon like the one in contracts over or at any side of the ship slot will be nice.
I’m sure it’s happened to most of us at some point, but it really is annoying to go into battle with ANY modules not equipped. Especially a main weapon
Now, I know it’s an easy thing to check for, but it would be nice to have a warning that pops up when trying to go into battle with a ship that is not fully equipped.
Thoughts?
Yes. Anything to warn you.
Or even on the ship tree itself. Maybe a flashing " !" over any ship in your ship tree that is not fully equipped.
(before going into battle is probably a better idea)
Well, any ship that is not fully equipped is much less effective than those that are. “Ready for Battle” implies well…being fully equipped and fitted. Even if you get beam cannons, you don’t get any of the benefits from the modules you don’t equip, or forget to equip.
It only happend to me once, when a coupl of my friends were in a squad and they were yelling at me to hurry up since they wanted to play t2 and i had a t4 ships
A small warning before engaging battle could be sweet. It didn’t happen often to me, but it’s unpleasant to start a battle with an ineffective ship. It’s our fault, but players like to be carried by the game at some points :lol:
I don’t think it would be hard to implement…
There was one time I sent my Styx into a Capture the Beacons battle. It ran entirely on factory lasers. While it was an enlightening experience for me, a lot of people wouldn’t want to go through that crap.
Now that you say, just a couple days ago i realized my Kite had half of it’s passive slots empty, since god knows when. The sad thing is, i didnt really feel it. Im this bad at this game. For my anaconda i only forgot to add weapon modifier, THAT i felt, like when did they ninja nerf the HB range?
Now that you say, just a couple days ago i realized my Kite had half of it’s passive slots empty, since god knows when. The sad thing is, i didnt really feel it. Im this bad at this game. For my anaconda i only forgot to add weapon modifier, THAT i felt, like when did they ninja nerf the HB range?
Haha, I got dragged into a T3 squad a little while ago and flew a half empty Kite myself because I couldn’t be bothered to fit for T3. Doesn’t really matter in that tier. HB got changed to a close/mid range weapon 2 or 3 patches ago.
But well +1 to the suggestion, or even better stored loadouts that get applied automatically at the click of a button.
Haha, I got dragged into a T3 squad a little while ago and flew a half empty Kite myself because I couldn’t be bothered to fit for T3. Doesn’t really matter in that tier. HB got changed to a close/mid range weapon 2 or 3 patches ago.
But well +1 to the suggestion, or even better stored loadouts that get applied automatically at the click of a button.
That would be an awesome solution. Not even hard to implement, but i guess it’s not first priority. They can give it to some new developer as a practice task.
or even better stored loadouts that get applied automatically at the click of a button.
I imagine it can be tricky trying to handle shared modules. For example having 3 hull expanders saved in a loadout somewhere and you only have exactly 3 of those in armoury, two of which already fitted on to other ships.
Alternative that would be simpler to implement and probably wouldn’t be too bad having is a reminder of last used loadout + saved loadout for reference.
I imagine it can be tricky trying to handle shared modules. For example having 3 hull expanders saved in a loadout somewhere and you only have exactly 3 of those in armoury, two of which already fitted on to other ships.
Alternative that would be simpler to implement and probably wouldn’t be too bad having is a reminder of last used loadout + saved loadout for reference.
This can help speed up refitting empty ships.
mhm, i think the hardest part would be to make self-loading loadouts being easily manageable without confusing people
otherwise, clicking the “load” button could simply take the best modules in the free hangar, and leave all the missing ones empty, another click could offer you to take them from “inactive ships”, e.g.
and a simple “lock” mechanism could make your favourite prefitted ships exclusive.
but i agree a simple “watermark hint” would be also helpful. but again, then it’s really not a long ride to actually have also a button to equip it
last loadout might not work for everyone… soon some want to have multiple ones…
best would still be: copypasteable ship dna
but to the Original Topic: a warning would be indeed nice. ignore at own peryl.
I imagine it can be tricky trying to handle shared modules. For example having 3 hull expanders saved in a loadout somewhere and you only have exactly 3 of those in armoury, two of which already fitted on to other ships.
Alternative that would be simpler to implement and probably wouldn’t be too bad having is a reminder of last used loadout + saved loadout for reference.
This can help speed up refitting empty ships.
Now that we have the option to pull items from other ships directly already implemented I don’t see a problem. For lack of warehouse space I do not have modules for all my ships so I need to move them around every time I change ships. It’s annoying… (but not as annoying as constantly sorting through green loot to see which can be sold to make space…).