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Wishlist -----------------------------------
Interface Wishlist
Gameplay (Mission Control)
Gameplay (Aboard station)
Gameplay (Pipedreams)
- Interface
Wishlist
I would like the ability to click on an astronaut to select them, like
I can with components, rather than using only the arrow keys.
- 12-23-06 - Astronaut Clicking - You
can now right-click on an astronaut in order to select that astronaut
in your HUD. This makes it much easier to give new orders to any
astronaut that you can see in cut-away mode. You can also left-click
on an astronaut to open the task list for that astronaut (for compliments,
insults, talking, and taking a break).
I would like a “poke” function, to get astronauts at least
moving toward the module I want them to go to. Sometimes I’ll
give them a task and they’ll just float there for a bit, wasting
time. That or make them move to the module immediately after being done
with a previous task.
- 4-14-06 - Blocked astronauts - The handling of blocked
astronauts has been greatly improved. Astronauts will now cycle
through their tasks rather than just delete them and will also insert
new ones to attempt to resolve the blockage.
Would be nice if the personal stats bar row showed as graphic icons
instead of bars on the astronaut UI.
- 04-14-06 - Warning icons -
General warning icons have been added just below the launch vehicle
indicators in station view. These let you know quickly if any atmospheric
levels, supply levels, or orbital position levels (altitude and
attitude) are outside of the green condition.
Would be nice if names of multiple modules had a B, C, or D after them
(e.g. Destiny B) so I could tell what’s going on where.
- 12-29-05 - Added Greek letter module
designations for multiple instances of the same module - If
you have two or more modules of the same type connected to your
station, the first module will be designated alpha (α); the
second, beta (β); and the third, gamma (γ). This allows
you to more easily tell your modules apart in component builder
and in astronaut task lists.
Would
like empty rack spots to show what kind of slot it is for future reference.
- Or a way to view a module’s rack layout
for planning without having to go to the purchase or configure window.
- 12-29-05 - Added empty rack capability display
to the HUD - By selecting an empty rack, you can see what services
it provides (power, atmosphere, water, etc.) without having to go
to component builder.
“Next”
and “Previous” buttons in the Astronaut creation menu: Next
should go on the Right. Previous should go on the left.
- 12-29-05 -Swapped astro builder next/previous
button locations - The "next" button is now on the right, and
the "previous" / "exit" button is now on the left.
Would like Tool Tips for interface buttons to help starting players.
- 01-16-06 - Tooltips - The majority of the
clickable objects in the game now have tooltips associated with
them. These tooltips have a short description of each control and
a keyboard shortcut that can be used in place of mouse clicks. Tooltips
can be enabled or disabled in the pause menu.
- Want Esc to close any open windows rather than having
to right click on the window itself, such as Stats.
Need quicker idea that a rack is turned off when I roll over it, instead
of just a lack of green lights or animation.
- 12-29-05 - Added an indication of component
on/off status to the HUD - The health bar will darken for components
that are not currently in use.
- Component-finder, where you select a type of rack
and a screen lets you know in text or visually where each type is and
maybe what their status is.
-
Would
be nice to have a list of the last few alerts recieved so we can still
click on them if we missed it.
- 12-29-05 - Added flashing warnings to the HUD
- Whenever astronauts shock themselves or freak out anywhere on
the station, the HUD will flash so that you know about it immediately.
This should add a better sense of urgency to the game.
- 12-29-05 - Flashing "Alert" button
- The informational alert now flashes all the time until dismissed.
- 04-14-06 - Talking astronaut indicator -
If an astronaut is currently talking, he or she will light up in
the cutaway view.
- 04-14-06 - Astronaut shocks - An imminent
event has been added whenever someone is shocked so that both the
broken component and the shocked person can be immediately located.
The space tourist has also been given his own unique shock sound
effect so that he can be distinguished from the other astronauts.
- 04-14-06 - "Experiment Completed" alerts
- Updated the "Experiment Completed" alerts so that they are consistent
in style and contain dynamic information related to the experiment
that was just completed.
- 04-14-06 - CapCOM warnings - CapCOM only
warns when a stat goes from green to yellow or yellow to red. High
and low warnings are available for atmospheric conditions.
- Would be nice to have Tabs on the stats screen so
we can go back and forth rather than having to click through each time.
- Sometimes it’s a bit jarring to hear new music
every time I switch a module. Would like a toggle to choose:
- Module-specific tracks (default)
- Loop entire play list
- Loop single track
- I would love the Launch Vehicle menu to show each space
center and the preparations going on at each: checkout and rollout,
fueling, etc. as mini-screenshots instead of just colored bars. Bars
are ok, wouldn't mind something more.
- Would like options to lock onto an astronaut and follow
him from module to module in 3rd person cut-away view.
- Would like the option to toggle the Builder voiceovers.
These are great for first-time players, but after that it'd be nice
to switch them off when I don't need them.

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- Gameplay
(Mission Control) Wishlist
- It'd be nice to see the newly recruited astronauts
docking by CEV, soyuz, or shuttle (I’d like to select which one,
too). Show astronauts entering from one of the open ports and into the
first module.
- Would like to see spacecraft actually docking with
station in a cut scene, like the Shuttle, Progress or ATV vehicles.
Then after you send up components, modules, or supplies, you see the
vehicle there after the cut scene, docked to an available port, and
then it leaves after a few minutes.
- Want one of the "tasks" to unload a docked
supply spacecraft and move supplies to storage racks.
- More racks, like regular stowage racks (for clothing,
personal items, sundry), Canadarm2 station, fluid science rack, human
research rack, avionics rack, etc.
More
experiments in medicine, astronomy, physics, , etc
- 4-14-06 -New experiment - The MSRF facility
now has an I-Beam melting experiment in addition to the pipe experiment.
- Be able to use the ATV or Shuttle to reboost station
via clicking on docked vehicle, or it happens automatically after it
docks.
- More spacecraft, like the Klipper.
More
modules! Transhab, Enterprise module, Russian research module, observatory
module, etc.
- 01-10-06 - Bill Mueller
- "We actually have completed the Trans Hab (It's
huge!) with about 1/3 the components on board, and could include
it with not too much difficulty. The RR module is a Zarya with racks
but would require lots of work to get it running."
- 01-11-06 - Bill Mueller
- "You're describing the Enterprise module. We have
built that one as well. However, we did not get it or the TransHab
completed enough to put in the game. As we go forward, we hope to
complete them both.
- 12-23-06 - TransHab Module
- An initial version of the TransHab module has been added to the
game.
- Make cupola, storage module, and docking module selectable
like the Quest module.
- Cupola - TORU-like device for boosting, Robotic arm control center,
observation area for site-seeing
- Storage Module - catalogue supplies, manage supplies
- Docking Module/Airlock - make usable for EVA
- More/different configurations for truss segments, like
atop Z1 truss or on other type of module.
- Allow experiments to be placed on truss, requiring
EVA to setup or fix or whatever.
- Allow modules to be moved if they are on the end, such
as moving MPLM from Zenith to Nadir point by sending up an empty shuttle
or using an existing Canadarm.
Would
like to see nation patches on astronauts' clothes somewhere according
to what agency they're with.
- 12-23-06 - Astronaut agency flags -
The astronaut panel in the HUD now displays the current astronaut's
corresponding agency flag next to their name.
- Would like to see those floating globe helper robots
NASA is working on if adding more astronauts is not possible.
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- Gameplay
(Aboard Station) Wishlist
Would
be nice if the max number of astronauts on station were increased from
4 to 8, or even 6.
- Perhaps when you reach 999 flags for each country
it unlocks the extra astronaut slots to play with for fun.
- New goal of 1999 flags to unlock final goodies?
- 4-14-06 - Astronaut limit increase
- Stations can now support up to 6 astronauts instead of just
4. However, these astronauts are bonus astronauts and can only
be unlocked by doing experiments.
- Ability to rotate astronauts on flights back to Earth,
to create a pool of experienced astronauts for later use. Astronauts
have to return home after so long in space (maybe a new stat? or a natural
occurance when their Fitness rating maximum begins to decline). Build
up a cadre of experienced astronauts to launch when you need to send
up new racks. Would need more voices though.
- Ability to swap out old or failed racks back to Earth
for points or replacements.
- Ability to install outside experiments on exterior
of station or truss.
Provide tasks for astronauts to routinely check up on experiment racks
in their field and let that go to their job rating. Maybe help increase
level of astronaut or experiment results.
- 4-14-06 - "Study" task - A "Study
Experiment Results" task has been added to all experiments. Astronauts
of the same class as the experiment can study its results in order
to gain further experience, even if the experiment has failed. This
can be used to level up new astronauts as well. Studying works best
when the astronaut is of the same level as the experiment, or if
there are other experienced astronauts present to help out.
- Locker space for astronauts. Could use them to customize
clothing once on station, just for fun? Or use it as a mechanic for
increasing size of crew? You could have a number of locker racks match
number of crew. Perhpas give treat lockers like showers or exercise
equipment that can help crew members:
- Changing into fresh clothing will increase health (getting clean)
- Writing home during a break can increase spirit
- Writing a duty log during a break can increase their job rating
- These functions could even occur in their sleep racks, perhaps.
- Have Shuttle and Russian crews visit inside the station
when delivering supplies, help out with repairs for a few minutes, then
leave. Just to shake things up a bit. Maybe even take Tourist with them.
-
EVA’s
required for outside maintenance, have to have MMUs or something.
- When having EVAs (click on astronaut outside) zoom to First Person
or Over the Shoulder mode, pauses game so you can do work. Otherwise
zoomed out let’s you click on a component and send an astronaut
to float over and do repairs or inspection.
- 12-23-06 - Micrometeor strikes -
The station can now suffer from micrometeor strikes, which require
an EVA from the Quest Airlock in order to recover.
- Find a way to use Canadarm2. Perhaps for quickly moving
EVA astronauts, or modules, or experiments around.
- Have cataloging supplies and checking out Soyuz systems
increase Job rating for astronauts.
- Let docked Soyuz be clickable like the Quest module.
- Tasks to practice, like the TORU, or to move to new docking port.
- Possibly let an astronaut change the position of Soyuz to a new
port like they do now.
- Have visiting commercial flights that deliver the tourist
but also spaceflight participants who only roam between crew modules
and Enterprise module and such. Kistler K-1, t/Space capsule, Space
X capsule, etc. Maybe a new group for Commercial flags?
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-
Gameplay (Pipedreams) Wishlist
- Ability to pick what supplies go up: parts, oxygen,
fuel, food, etc. like you can pick components. Use flags to buy.
- There are 6 supplies: food, tools and parts, oxygen, fuel, water,
sundry (clothing, medicine, EVA equipment)
- A rack takes up 2 supply slots.
- Shuttle can carry 3 racks or all 6 supply types.
- HTV can carry 2 racks or 4 supply types.
- ATV can only carry 4 supply types.
- Progress can only carry 2 supply types and no racks.
- CEV-Cargo variant can carry 2 racks or 4 supply types.
- K-1 can carry 1 rack or 2 supply types
- Sending up an ATV automatically gives a free boost to the station.
- Sending up a Shuttle automatically gives a free boost to the station.
- Delivering supplies isn’t very interactive and
it'd be nice if they could be. It'd be nice to have a vehicle selection
and make schedules for launches, as well as show how much supplies are
being delivered by tonnage (we currently learn by playing that Progress
does a fraction of supply, and ATV does full). It would be neat to see
preparations for launch and select consumables, and not only Module
type and Rack type.
- Would be nice to select launch schedules for crews
and supplies like Project Space Station and see them in the assembly
building or processing facilities. Could use one of the unused Mission
Control consoles.
- Would be cool to have the Flags screen become like
a Budget screen, assigning flags to each department: modules, components,
astronauts, launches, etc. Kinda like "Project: Space Station"
- SimSpaceShuttle!
- Some kind of co-op play, like playing two stations
at once or one station and a CEV.
Delays
and technical difficulties and events affecting operations.
- 11-15-05 - Bill Mueller -
"In addition to political conflicts, labor disputes, hurricanes
and technical setbacks, we intend to eventually have special events
like meteor showers, solar flares and mission critical random events.
We have already built most of the structure to give the player direct
interaction with micro gravity experiments from a ground based laboratory.
We also have the assets to create a functional Crew Exploration
Vehicle and a mission to orbit the moon."
- 12-30-05 - Bill Mueller
- "We do have much of the code to allow launch failures.
However, if we get to that point, there will be lots of other random
type events that happen as well."
- 12-23-06 - Micrometeor
strikes - The station can now suffer from micrometeor strikes,
which require an EVA from the Quest Airlock in order to recover.

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