Wayward Terran Frontier: Zero Falls

Wayward Terran Frontier: Zero Falls

andreykl 11 Aug, 2024 @ 9:48am
0.9.4.00 Latest design overhaul - The good and the bad
I. Bugs

1. Buying first ship: I entered a shipyard, opened shop, immediately closed it without buying a ship.
AI popped up and said "Good, now that you have a ship..."

2. Captured a ship (Hauler), went to logistic center on the shipyard, spawned that same ship apparently for no cost, then spawned it again and sold both copies for credits... 2.4M get, Infinite money exploit.

3. I picked couple trade deliveries and a combat mission, I think I had not enough space in cargo, so second mission didn't load it (may be). After I reached first destination second arrow vanished. I went there either way and mission completed. Combat arrow vanished as well.

4. Picked a passenger, switched ships from inventory, finished passenger delivery. Some time later passenger appeared aboard again.

5. Boarded pirate ships that were generated by a mission, tried to capture them, but no hacking hapened.

6. Docked via X, then went to dock that uses 'V' and now my ship is rendering twice. Repairs I did to the ship vanished.

7. Pockeball often doesn't wark. It says that ship was spawned from inventory, but it wasn't. Most often happens with mission targets.


II. Notes and Issues.

1. Tutorial
I missed that I had to give an order to crew aboard a tutorial ship and I though that tutorial locked... Perhaps block player from assuming control untill crew got orders?

2. Turrets
Feels like a very good change, it nicely solves couple problems and nerfs player a bit.
But it Really needs a better UI and inventory management, here are couple issues with current one:

a. I got a Hauler, but I had no crew and hauler has guns locked to a second control room. So it went like: make a blueprint with guns locked to main, X-dock the ship, remove guns one by one. Undock. V-dock. Swap ships. X-dock new ship, add guns one by one... This process is annoying.
b. List of guns can be way too long. Instead of showing 'fixed gun' ten times show 'fixed gun x10'
c. Very inconvenient inventory transfer, not only unloading turrets I looted to home station is troublesome (up to 16 turrets and modules at a time), there is very little space. It probably should work closer to how resource transfer does.
d. A full haul (hauler) of new turrets, guns and modules takes a long while to sell one by one. I wish there was a button to 'sell guns below my dps' all at once and ability to sort inventory so that i would be able to see what I'm dealing with. Turrets probably shouldn't reuse same set of icons this much, may be at least add letter/number designations to those icons to show mount size?

3. Missions.
Feels like a step in right direction, but as with guns, UI is pitiful.

a. Please, instead of showing a simple list of missions, show a table: name, distance, pay, cargo/crew slots. When no free slots/cabins - show in red, when no cabins of matching price - show yellow.
b. Instead of navigation center, make it possible to check missions via 'hail'. That's way too much running (and may be the same for station's stock?).
c. Captured and transferred to a new ship while there was a passenger on an old one. Old ship stayed green. Apparently needs a way to transfer passengers.

4. New module upgrades.
Confusing. Where do I put that travel upgrade? Using a tool I placed a part into an engine, looks like it will be even more troublesome to switch modules then with turrets? How do I see the benefits?
Please make a proper UI here, may be make upgrades outfitable from the same UI where we outfit turrets. I love doing small tweaks to ships, but this adds a huge time waste to move everything.

5. New 'F1'
Nice! But it's missing cargo and docking hotkeys.

6. New docking.
This is awful. Reasons:

a. Ships switching when I want to sell from a captured ship is inconvenient
b. I captured a ship, V-docked to a station looking for a way to repair it, except it vanished to my main station (apparently without informing me or asking me if I want to switch ships) and my previous ship got magically teleported to me with part of new ship's cargo. I thought it bugged out and I lost the ship.
c. Apparently I still need to dock normally for repairs, rearming etc
d. Ships don't immediately render and switching ships is lagy
e. Kind of goes against atmosphere where everything is somewhat physicalized, yet player magically teleport to the station...

Why even implement a new way of docking? Normal 'spawn' UI could have been used to designate current ship, same could have been done from a bridge.

Suggestion: Ditch this V-docking mechanics. Instead right clicking a docked ship should have an option to 'put into hangar' and there should be a 'spawn alike' mechanics, but for ships in hangar. Ships in hangar should be ships in hangar, not in player's inventory. Find a way to avoid teleporting ships (Gantry ship? Tug services? AI autopiloting some of the ships to you?).

7. Packaging ships
It's is nice that I now can have a backup ship ready, and don't need to print new ship each time I need a hauler and not a combat ship, then switch back, but there are issues:

a. Exploitable, because apparently I can keep couple haulers worth of inventory with me.
b. Weird switching mechanics.
c. Pockeball is overpowered
d. Switching ships is overpowered, I can have 3-4 ships in inventory, rapidly switch them at nearest station for various purposes

The whole magical 'I keep a ship in my pocket' thing is very weird and keeps limited inventory slots that could have had better uses. Perhaps nerf it a bit and allow storing only on stations?

III. Suggestions:

1. Better Inventory management, especially across ships.

2. 'Carrier' mechanics.
Since there is now a way to 'package' ships, would be nice if there was a way to put ships into cargo this way. For player: intead of ignoring those downed fighters, pull them in and later sell or disaseble. For AI, return bombers for rearming. With some late game ships being able to tug slightly larger ships. Or some large gantry-like ship to fix a ship inside itself than tug to the base.

3. Salvage mechanics.
A way to strip those modules from ship without having to destry whole ship.

4. Repair/maintenance post
A tiny room/module that acts like a repair gun but has a much bigger radius yet is immobile. There is a couple early ships that are very small and don't have access or space for drones, but offer not enough reach to repair engines or guns. Specifically pirate ship with 7 fixed mounts cant' be properly repaired, I have to wait for nanites to do the job, slowly. Some later ships have external unreachable elements too.

5. Instead of turrets in blueprint being hard locked to specific stations, perhaps when assigning turrets after spawning a ship (or in shipyards), allow a way of assigning specifc control stations as well?

6. Research feels a bit too simple, perhaps make research slower, but add a query and need specific resources?
Last edited by andreykl; 11 Aug, 2024 @ 11:22pm
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Cocytus 14 Aug, 2024 @ 2:55am 
something to add to bug #5, capturing a pirate ship,
i had the same happen with one that was guarding a random abandoned base, no hacking happened, couldn't "pack" it with that pokeball (error: can't pack a ship that's spawned from your inventory) yet i can't scrap it at my station either because i apparently can only scrap "packed" ships...
now it wouldn't be such a bad thing, BUT whenever i dock with above mentioned pirate ship (old style airlock docking) and try to trade with the station it just opens the inventory of my old ship.
what's even worse is that when i still buy something that goes to my old ships inventory and use the hangar to board it, the entire inventory including what i just bought get's purged...
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