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[Suggestion] Hangar Customization

Posted: Sun Oct 14, 2012 10:00 pm
by Phineas
Just a small suggestion, probably has been posted before, the search function didn't yield results so... without further rambling!

*The ability to organize your ship in the hangar and save it as a permanent configuration.

For example we'll use Kestrel Type A, with two crew in the cockpit and one crew in the adjacent room, half power engines, full power shields, powered O2 and Med Bay, unpowered weapons and three unused power.

I'd like to reposition one of the crew to weapons and the other to engine, then I'd like to switch the weapon order
so that Burst Laser II is first on the list. Finally I'd like to arrange the power distribution so that I start with an unpowered Med Bay and fully powered weapons and engine.

While it may seem unnecessary as you can do all of this as soon as you enter, it would save some of the hassle of repeatedly restarting.

A simple suggestion, I have no idea how complicated the implementation would be.

Re: [Suggestion] Hangar Customization

Posted: Mon Oct 15, 2012 12:56 am
by Sovereighn2280
1. This should be renamed to Ship Customization
2. You can change ALL of these during your play through. You can right click any of your system (Not your subsystems) to remove power from it and left click on a different subsystem to give power to it. You should know this if you played the tutorial.

Re: [Suggestion] Hangar Customization

Posted: Mon Oct 15, 2012 1:49 am
by UglyMug
It's particularly annoying with the rockman ship, watching them slowly trudge to their stations. I also know of a few times I can recall in the Stealth A where my weapons got hit, and I was all "No prob, I'll just fire back with the dual laser" - and discover that I forgot to rearrange the weapons list so my duals are down and the minibeam is useless without em.

Good suggestion.

Re: [Suggestion] Hangar Customization

Posted: Mon Oct 15, 2012 2:05 am
by Whale Cancer
Unfortunately, this would make the game quite a bit easier. Inefficient (or efficient) layouts are part of the balance of any given ship. The rockmen are _supposed_ to be slow trudging around.

Re: [Suggestion] Hangar Customization

Posted: Mon Oct 15, 2012 2:36 am
by UglyMug
The other responders in this thread are misreading the OP.

The suggestion concerns the ability to "save" power distribution, crew position, and weapon order for new games so you don't have to reconfigure all this everytime you start a new ship. It's about removing a few fiddly things you have to do at the beginning of new games that are easy to forget.

It'd also be helpful to save crew and ship names too.

Re: [Suggestion] Hangar Customization

Posted: Mon Oct 15, 2012 6:58 am
by Phineas
Sovereighn2280 wrote:1. This should be renamed to Ship Customization
2. You can change ALL of these during your play through. You can right click any of your system (Not your subsystems) to remove power from it and left click on a different subsystem to give power to it. You should know this if you played the tutorial.
1. Semantics, if the ideas are implemented you'd be customizing ships from the hangar
2. Please read the whole post to see what I'm trying to say, and please don't assume incompetence or inexperience automatically
Whale Cancer wrote:Unfortunately, this would make the game quite a bit easier. Inefficient (or efficient) layouts are part of the balance of any given ship. The rockmen are _supposed_ to be slow trudging around.
I'm not saying change the layout of the ship, just remove the basic ship maintenance you do before you commit to your first jump
UglyMug wrote:The other responders in this thread are misreading the OP.

The suggestion concerns the ability to "save" power distribution, crew position, and weapon order for new games so you don't have to reconfigure all this everytime you start a new ship. It's about removing a few fiddly things you have to do at the beginning of new games that are easy to forget.

It'd also be helpful to save crew and ship names too.
This, this right here, is what I want to express! Thank you for understanding

Re: [Suggestion] Hangar Customization

Posted: Mon Oct 15, 2012 9:44 pm
by Sovereighn2280
Phineas wrote:
Sovereighn2280 wrote:1. This should be renamed to Ship Customization
2. You can change ALL of these during your play through. You can right click any of your system (Not your subsystems) to remove power from it and left click on a different subsystem to give power to it. You should know this if you played the tutorial.
1. Semantics, if the ideas are implemented you'd be customizing ships from the hangar
2. Please read the whole post to see what I'm trying to say, and please don't assume incompetence or inexperience automatically
1. "Hangar Customization" would most likely infer that you want to customize the hangar. "Ship Customization" or Power and Crew settings would make more sense, as it would infer that you would like to muck around with the ship.
2. I read the whole post, and all it seems is that you're too lazy to restart the game and re-customize all of the settings. So, either someone will assume you're inexperienced or lazy. It's a small price to pay to just rearrange all of the ship's power and weapons and crew placement.

Re: [Suggestion] Hangar Customization

Posted: Tue Oct 16, 2012 2:15 pm
by UberFubarius
I find the proposed suggestion appeared to offer a fairly small improvement for something that could potentially be "costly" to implement.

Re: [Suggestion] Hangar Customization

Posted: Wed Oct 17, 2012 10:38 pm
by UglyMug
It strikes me as pretty easy. Just make the ship graphics that are already there on the selection screen capable of interaction and then save that interaction as the default configuration. You're pretty much using nothing but preexisting resources.

Re: [Suggestion] Hangar Customization

Posted: Wed Oct 17, 2012 10:47 pm
by Whale Cancer
Yeah, my previous comment on this topic was dumb. I did misread OP.

Anyway, I do like this idea. Maybe suggest it to the FTL Overdrive folks?