Ship's Ultimate DiscussionFrom the latest KS Update #16, we can see that Ultimates will be coming to the game and I for one can't wait to see them in action. I do acknowledge that everything is a work in progress, but I do have some concerns and suggestions and would like to present them.
ProblemsSo we see in the latest update an Ultimate in action, specifically the static overload Ultimate which gives your ship strong lightning guns that arc pretty far and has great damage, and honestly looks amazing. Here's the issue, the Ultimate itself is exactly that, a strong lightning gun. Assuming the lightning gun makes a return, and given there are rarities in the game, what's gonna ultimately differentiate this Ultimate and a legendary lighting gun which could do exactly the same thing. Do we want Ultimates to be stronger versions of existing weapons? Let's say the lightning gun doesn't return and is restricted to an Ultimate, then is this what we really want?
The next case is the ARC-9000 Ultimate from KS Update #15. Same issue applies here. Why have this as an Ultimate if it already exists as a secondary weapon which also gives the option to have it in multiple rarities with a range of differences in how it plays. But just like the previous example, if this isn't something we can craft and is simply an Ultimate for a heavy class ship, do we want it to be restricted?
Ultimates should be powerful and unique and not simply be a buffed up version of something that already exists.
SuggestionsOn the steam page of ES2, there's a screenshot that shows an Ultimate called Quantum Tethering. Now this looks absolutely phenomenal and is worthy of its Ultimate name. You select a single enemy as a Tether. Now all enemies that are close to this Tethered enemy will now be connected. Any damage you deal to this Tethered enemy will also go to all the enemies that are connected to it. The more enemies that are connected, the more damage everyone receives. Not only is this unique, its also strong enough to not be implemented into an existing feature like a device and thus is perfect as an Ultimate and only as an Ultimate.
We also see from KS Update #16 that a heavy class ship could have an Ultimate that makes it's shield reflect incoming attacks. This needs to be taken carefully as this is also an idea that a legendary shield could have as one of its passives granted maybe a certain chance of attacks will be reflected but still. This could work as an Ultimate, but I personally think it'd work as a passive on a shield. Really depends on how much this Ultimate can offer.
Here are some of my suggestions of something that would be worthy of an Ultimate. This takes the idea of the previous example Quantum Tethering, but instead makes the player ship into a Tether. Now any drones or allies nearby will now be connected to you. Each of them will now be insanely buffed. This would be perfect for a gunship build with like 5 different drones helping you. In ES1 drones were pretty easy for the enemies to take down, but this Ultimate would give them the boost they need.
This idea is taken from Borderlands 2. There's a class called The Siren who's 'Ultimate' is to throw an energy ball that will suck in enemies that are close by and damage them whilst providing other things such as the ability to heal yourself. This could work perfectly as an Ultimate in ES2. Imagine a heavy class build where you use this Ultimate to pull everyone into one spot, and then ram them with your ship. Or you could use it to line up the perfect shot for your heavy missiles or an ARC-9000. It also works as the perfect crowd control to help you escape.
What other ideas do you guys think would work as an Ultimate that doesn't simply replace an existing mechanic nor be a buffed version of an existing weapon?
ConclusionUltimates need to live up to their name. They need to be strong, feel unique and be fun. They shouldn't be a stronger version of things that already exist. They shouldn't be weak enough that would make us see their use as a passive in the best of equipment (legendary rarity). They shouldn't restrict something to being an Ultimate if we had the ability to use them/craft them in ES1. Thanks for reading.
I'm not one of these people who gets more motivation to stick at a game just because its hard. I, like most I would imagine, want to enjoy a game right from the start before it starts getting tough. I've been looking forward to Everspace as I invested in a couple of other space sim games, and not found them particularly gripping in their appeal. However, Everspace looked amazing in the previews and seemed to offer gameplay that didn't require investment in a HOTAS or fiddle about with mouse controls for hours. So, I invested, and have found myself frustrated and annoyed and begrudgingly keep giving it a go because I want to see if I'm simply being a retard or whether it's just the game. Personally, my retardness aside, I find the game far too hard. I've died like 12 times in an hour and since you're left COMPLETELY back to square one with resources etc., what enjoyment I do get from the game (fluidity of the movement, awesome graphics, excellent visuals and effects) is ruined by the fact I keep dying over and over and have yet to get past sector 2! Why set a man back to square one?? It doesn't make me want to keep playing I'm afraid. I want to be able to fly around for a while before I'm threatened by drones or whatever. Let a man relax! It's space, and the visuals are amazing! Why make it a cover-your--BEEP--as-quick-as-you-can fest. I realise whatever credits I manage to accrue during the brief time I stay alive can be used to invest in making the ship more badass, but finding credits isn't easy and running away from getting your -BEEP- blown to bits is not much fun for long. Create an 'easy' level for retards like me please.
I feel like there is some room for improvement in the tooltips that appear when you mouse over objects/items in the game (again, assuming you guys haven't already made changes since the prototype ).
Maybe add a background and a line?
Sometimes depending on the background it can be difficult to read, so I feel it could greatly benefit from a background and a line drawn from the border of the object (See also  Keep icons on mouseover in the game world). If you don't want to add a line, you might want to at the very least nudge it closer to the object being hovered over so it's clearer what the floating tooltip refers to. Another good thing about a background is that it allows you more room to play with colors in the text.
Improve distance readout font and colors
I feel like a fixed-width font that doesn't use a fixed width for the decimal looks cleaner for the distance readout. In my samples I chose a very digital looking font but many others will work too. Also, adding a subtle color difference between the number value and the unit ("km" in the examples) is an easy way to make the value more salient.
"Pull" and "Pull All" improvements
The difference between the icons "Pull" and "Pull All" could be a bit more salient. I didn't even know there was a difference until I took a screenshot and looked at it closely. And if possible, it would be nice if there is in fact only one thing to pull that you hide "Pull All" option to make it clear when you will only be getting one thing.
I found that a black background of about 35-40% transparency to be pretty decent for a range of cases (from very light to very dark backgrounds). I've uploaded some sample screenshots of what implementing my requests might look like. I went with a nice yellow color for the title font based on the yellow in the icon for home base (but lightened up), but you might also play with using other colors as well (yellow, white, green, purple, red, blue).