Nomad Fleet

Nomad Fleet

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Tanaalethan 10 Feb, 2016 @ 9:53am
A few compiled thoughts for improvements
As a long-time fan of the Homeworld series, this instantly garnished my attention when I found it on Steam. After playing with it a bit, though, I found a few things that seriously annoyed me that I hope are just things left out or are at least on the to-do list.
  • First and foremost, the inability to tell ships to lock onto friendly units. I want to tell my Corvettes to return to the mothership, let me just select them and right click the mothership and have them reformation around it.

  • Clicking distance. When double RClicking on something to have the selected ship(s) travel, it should assume you want them to travel to the point where the object you're clicking on is, not the space behind it.

  • Inability to tell harvesters which objects from Tactical Map.

  • Zoom levels are atrociously close. When I'm zoomed all the way out and the mothership still takes up 30% of my screen, something went horribly wrong.

  • Focus Lock camera can only be broken by entering then exiting the Tactical map, or focusing a new target. Let Focus Lock break on the use of a camera movement control (not rotation, but WSAD)

  • Inability to pan Zaxis. I can move the camera in X and Y, but not Z? makes for managing the fleet very tedious if they happen to be above or below the neutral plane.
    Fixed 17/02/16

  • UI and Camera should not really be tied to game speed. It makes it near impossible to even manage anything else while playing in double/quad speed while waiting for bombers to return from annihilating a carrier. I would like to use that time to queue up replacements, but as the UI is also accellerated, you can't.

  • Please for the love of god, make Resource Corvettes keep moving to their destination if a harvester attempts to drop off at them. Maybe a pause so they can dock, but not just completely cancelling their given order.
    Fixed 17/02/16

  • Speaking of which, let the Harvesters queue up at the resource corvettes. If you park 1 Corvette in an asteroid field, then put two harvesters in there and both harvesters have to offload at the same time, one harvester will dock at the corvette and the other will trek it all the way back to the mothership to offload.
Last edited by Tanaalethan; 16 Feb, 2016 @ 9:53pm
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Showing 1-15 of 35 comments
Autarca  [developer] 12 Feb, 2016 @ 5:22pm 
Removing focus from a ship already works that way, panning or pressing F should remove the focus.

I'll see what I can do about the rest of your feedback, thanks.
Tanaalethan 13 Feb, 2016 @ 7:21am 
Originally posted by Autarca:
Removing focus from a ship already works that way, panning or pressing F should remove the focus.

I'll see what I can do about the rest of your feedback, thanks.

Camera focus lock was snapping back to the original focus target unless I pressed the Tactical map on and off. Not sure if it's a bug, or what then, but thanks for reading =) I can't wait to see this come to life
Tanaalethan 13 Feb, 2016 @ 7:24am 
I also found a bug with the final set of missions on the map.
I got to the last mission before the "end" and it just got stuck on a loading bar. I could select a different mission within range, just not THAT one. I took some recordings to make a comment video. I'll try to have that up here in a couple hours.
Autarca  [developer] 13 Feb, 2016 @ 6:51pm 
That bug sounds concerning, if you don't have time to make a video can you please share your save file if you have one? (the save files are located in C:\Users\[username]\AppData\LocalLow\Autarca\Nomad Fleet)

In that way I could probably reproduce the error quicker. Anyway, thanks for your time.
Tanaalethan 13 Feb, 2016 @ 9:25pm 
http://hiveserver.net/users/tanaa/nomadfleet/autarca_brokensavefile.zip
That's the entire folder for it. Unfortunately none of my video recordings actually had that bug in it, altho the video should be available soon (as soon as youtube is done "processing" it) at https://youtu.be/h_NLUZMiTgA which voices and displays a couple of my concerns.
Phoenix 28 Feb, 2016 @ 3:24pm 
Please for the love of the game why do we not have an escort function... still?
Dodge 16 Mar, 2016 @ 1:51am 
need escort option the ship(s) will follow the target friendly at their max speed and attempt to protect it

also a formation with various presets or shapes with the the ships moving at the speed of the slowest ship

egg formation milatary ships form a (shell) around the (yolk) non combatants in the middle

other shapes like horuse shoe arrow triangle square cube ect
listless 16 Mar, 2016 @ 8:10am 
Originally posted by dodge:
also a formation...

I was thinking something along this line as well. It would be really useful if we could determine the way our fleet will be arranged the next time it pops out of hyperspace. I think right now it's based on order of construction with newer capital ships appearing at the end of the left flank, and corvettes on the right. The problem with that is sometimes it takes most of the battle to get a dreadnought over to the right, and by that time, the bombers and corvettes have already had to beat back the early heavys without support.

It also takes a while for my mixed battle groups to form up.
Last edited by listless; 16 Mar, 2016 @ 8:12am
Dodge 16 Mar, 2016 @ 5:03pm 
Originally posted by rainyday:
Originally posted by dodge:
also a formation...

I was thinking something along this line as well. It would be really useful if we could determine the way our fleet will be arranged the next time it pops out of hyperspace. I think right now it's based on order of construction with newer capital ships appearing at the end of the left flank, and corvettes on the right. The problem with that is sometimes it takes most of the battle to get a dreadnought over to the right, and by that time, the bombers and corvettes have already had to beat back the early heavys without support.

It also takes a while for my mixed battle groups to form up.

i dont mind getting into or changeing formation after battle but yeah makes sense they would emerge from hyperspace in the same formation as they jumped its just something to do before jumping and aloows some extra time for interceptors and bombers to return to the carrier

that said its could be interesting for indivuial ships low chance per ship to have a "jump error" where they dont emerge in formation like the rest and are spit out in random location because they must jump when the fleet does or be assumed dead in enemy territory and fired upon (BSG E1S1 Olympic Carrier)
something like that however i would have on cool down so its not a regular occurance say once triggered ? number of jumps before it is possable to happen again or it would be annoyingly frequent.
how it all works could have something to do with a pre game selectable diffculty like the indvidual ship chance and the cooldown

i would expect the enemy to react to the more expencive ships

this is where haveing multiple control groups for interceptors and bombers would help half ya fighters could be used in a rescue/escort the isolated ship(s) obviousy you gotta decide what ship(s) to rescue when their are multiple vessels in danger

i beat the game with redicious leftover RU and would have more if formations where available
Last edited by Dodge; 16 Mar, 2016 @ 5:41pm
DarkExcalibur42 17 Mar, 2016 @ 9:27pm 
Gotta second the escort and formation options.

Originally posted by rainyday:
Originally posted by dodge:
also a formation...

I was thinking something along this line as well. It would be really useful if we could determine the way our fleet will be arranged the next time it pops out of hyperspace. I think right now it's based on order of construction with newer capital ships appearing at the end of the left flank, and corvettes on the right. The problem with that is sometimes it takes most of the battle to get a dreadnought over to the right, and by that time, the bombers and corvettes have already had to beat back the early heavys without support.

It also takes a while for my mixed battle groups to form up.

Agreed.

Honestly, I think the Dreadnought is just too slow to be effective at anything... It could use a speed boost to make it a more fun and interesting ship.
Last edited by DarkExcalibur42; 17 Mar, 2016 @ 9:27pm
Autarca  [developer] 17 Mar, 2016 @ 11:54pm 
In the next patch I have planned to add a research item that will allow capital and super capital ships to make tactical jumps during combat. That should solve the problem of them being too slow.
DarkExcalibur42 18 Mar, 2016 @ 12:20am 
Originally posted by Autarca:
In the next patch I have planned to add a research item that will allow capital and super capital ships to make tactical jumps during combat. That should solve the problem of them being too slow.

That is AWESOME! And a very clever solution!

Will also alleviate the concerns with the lack of ability to pick starting locations for ships, at least until some sort of formation system can be implemented
Dodge 18 Mar, 2016 @ 8:18am 
Originally posted by Autarca:
In the next patch I have planned to add a research item that will allow capital and super capital ships to make tactical jumps during combat. That should solve the problem of them being too slow.

it that tacical jump from off map or is it a shorter range verion of the hyperdrive?
Autarca  [developer] 18 Mar, 2016 @ 10:18am 
Originally posted by dodge:
it that tacical jump from off map or is it a shorter range verion of the hyperdrive?

Its a short jump during combat, for example you can select a Dreadnaught and make it jump alone close to an enemy carrier. I'm still undecided if I should make the action cost resources or just add a long cooldown.

EDIT: btw, have you found any bugs? problems with subtitles, the tactical view or the numbered groups?

Last edited by Autarca; 18 Mar, 2016 @ 10:44am
DarkExcalibur42 18 Mar, 2016 @ 9:39pm 
Originally posted by Autarca:
EDIT: btw, have you found any bugs? problems with subtitles, the tactical view or the numbered groups?

I beat the game, and subtittles for the ending were:

aaa
bbb

I was a little saddened by that! XD

I was also getting that issue with the camera where I couldn't unfocus from a group of ships as mentioned previously.
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