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Easier said than done I'm afraid...especially if I don't 'cheat'. I'm always tinkering with the ship AI, so you will probably see some improvement over time.
I've done some programming in the same vein myself, so I do appreciate that this is one of the hardest things to get right. Far more important than ships not bouncing off each other is making the AI fight relatively intelligently.
I've tried assaulting a starbase a few times. Every time, I've watched my heavy cruisers (love the little Enterprises) fire their heavy nukes at the closest turret and charge to short range faster than the heavy nukes can fly, resulting in them being wasted by the nuke volley they just fired. I wind up left with just the ship I'm piloting every time, having wasted the rest of my fleet killing a single turret.
I'm going to try loading a pile of normal cruisers with heavy nukes and nothing else to see if they'll stand back and do what they ought to do if they don't have any shorter range weapons. Of course, that means that they'll probably be eaten alive by the Mycon and Ur-Quan flying about the base.
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The status display in the next version will have a unique icon for each weapon so you will know what's installed on the current ship. I'll look into adding some kind of onscreen damage report for other ships in your fleet.
Excellent.
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The new version uses a unified cargo bay for the entire fleet. You won't have to select a particular ship.
Making asteroid mining, etc. a little less tedious is a good thing. I hope you'll be keeping special equipment like mining colony constructors tied to specific ships, though, so that players still have to worry about protecting given ships.
And, just in case the grousing's making this conversation seem a bit negative, I still love this game.