Woot.
Lessee - I read through all these posts and took notes. Now it's my turn...
1. Multiple Lasers for player ships - I've been exploring this but keep getting distracted
2. Player POV rotates according to the ship axis of rotation ... at the mo the view rotates centered on the screen.
3. Position the crosshairs to where the laser ends up. I can kinda manage this in a hud at the mo.
4. Witchdrive
... a max limit should exist - the fuel pod and others mitigate this nicely where longer range is needed.
... I think that some ships should have a shorter range
... I think some drive should be "faster" meaning reduced elapsed time for the jump (or slower)
... witchdrive should be an equipment item.
... when a target ship prepares to jump out - message shows: "target spinning up witchdrive"
5. Jump Drive
... this was originally a time-saving thing in Elite but the smooth fast-forward effect is cooler - how about just using it as a fast-forward... the whole game speeds up, including the clock. No need for condition detection.
6. Galactic Jump
... not sure - I have played with the idea of making galactic jumps depending on jump gates instead of happening anywhere. Also allows some gates to go galaxies other than the normal next in sequence. At least as an oxz possibility. The gates go to a specific system in the target galaxy.
... notice how a galactic jump from anywhere always places you at a particular system in the target? This should have an economic impact on that system. One of the prototypes I have is a galactic hub station for those galactic receiving stations.
7. Huds
Customizable message location in huds
Ability to place an inset showing target ship close up ... perhaps as wireframe either rotating as the shipyard display or as oriented to the player ship.
8. Systems
Political situation affects prices - eg if there is a
response to close approaches (local enforcement ships rise up to meet or something)
9. Cargo
differentiating "medical supplies" from narcotics.
a special cargo for special missions ... named by oxz.
The way the cargos are handles could be more elegant ... eg the name of the cargo need only be a label, with the commodity price determined by what type of cargo that item is.... "leexi wines" on the manifest are "wines" internally, the cargo screen lists the hold stock and prices offered, and the available cargos with prices asked... and maybe a few out-of-stock but they are wanted so an offer is made.
10. Personal:
Self-shadows ... this may be bad for some of the complex ships though. (I could fudge this in an illumination map by painting deep holes dark etc.)
Transparancy ... even if it is just a "material = transparent;" sort of thing with a fixed amount of transparency.
I'll rate self-shadows above transparency.
I suspect a feature will be more likely to make it into 2.0 if code is submitted.
I suspect there would be a "traditionalShips.oxz" for purists.
Aside: perhaps colling stuff is why there is a drive plume at 0 acceleration?
... cooling is a big deal in space, here's the cliff-notes version:
http://quest.nasa.gov/space/teachers/su ... 3keep.html
presumably the ooniverse has improved methods.