<?xml version="1.0"?>
<rss version="2.0"><channel><title>Gameplay Discussion Latest Topics</title><link>https://community.boxelware.com/index.php?/forum/15-gameplay-discussion/</link><description>Gameplay Discussion Latest Topics</description><language>en</language><item><title>Reasons for own casinos?</title><link>https://community.boxelware.com/index.php?/topic/8010-reasons-for-own-casinos/</link><description><![CDATA[
<p>
	Okay, it's like that in my home system:
</p>

<p>
	Owning all stations with full production lines for Water/Wheat/Energycells -&gt; Liquor -&gt; Casino
</p>

<p>
	What's the reason for sending liquor to the own casino? It's just lying there unused in the casino's depot. The same with any other luxury good in the casino, what's the reason to send your own produced goods there?
</p>

<p>
	Selling the liquor right out of the distill does give a decent amount of money, though.
</p>

<p>
	 
</p>

<p>
	Edit: I saw it now, the citizens there use the liquor and give me money for that. But is it really worth it?
</p>

<p>
	 
</p>

<p>
	Edit 2:  So I did the observation and the maths:
</p>

<p>
	I set the sell/buy percentage to 0 % on my distill. The casino had enough liquor to use.
</p>

<p>
	 
</p>

<p>
	In roundabout 10 minutes, my casino used liquor 3 times:
</p>

<table border="0" cellpadding="0" cellspacing="0" style="border-collapse:collapse;width:258pt;" width="344"><colgroup><col style="width:60pt;" width="80" /><col style="width:75pt;" width="100" /><col style="width:60pt;" width="80" /><col style="width:63pt;" width="84" /></colgroup><tbody><tr style="height:15pt;"><td height="20" style="height:15pt;width:60pt;" width="80">
				Amount
			</td>
			<td style="width:75pt;" width="100">
				Money
			</td>
			<td style="width:60pt;" width="80">
				Profit
			</td>
			<td style="width:63pt;" width="84">
				Price p.p.
			</td>
		</tr><tr style="height:15pt;"><td align="right" height="20" style="height:15pt;">
				52
			</td>
			<td align="right">
				102.616,00<span>  </span>
			</td>
			<td align="right">
				9.328,00<span>  </span>
			</td>
			<td align="right">
				1.973,38 €
			</td>
		</tr><tr style="height:15pt;"><td align="right" height="20" style="height:15pt;">
				59
			</td>
			<td align="right">
				116.430,00<span>  </span>
			</td>
			<td align="right">
				10.584,00<span>  </span>
			</td>
			<td align="right">
				1.973,39 €
			</td>
		</tr><tr style="height:15pt;"><td align="right" height="20" style="height:15pt;">
				48
			</td>
			<td align="right">
				94.723,00<span>  </span>
			</td>
			<td align="right">
				8.611,00<span>  </span>
			</td>
			<td align="right">
				1.973,40 €
			</td>
		</tr></tbody></table><p>
	Means the casino used 159 liquor with a price of <em><strong>313769</strong></em> credits.
</p>

<p>
	If extrapolated to 180 liquor, I would have gotten 355212 credits
</p>

<p>
	 
</p>

<p>
	In the same time, my distill sold liquor once for this:
</p>

<table border="0" cellpadding="0" cellspacing="0" style="border-collapse:collapse;width:205pt;" width="273"><colgroup><col style="width:74pt;" width="98" /><col style="width:71pt;" width="95" /><col style="width:60pt;" width="80" /></colgroup><tbody><tr style="height:15pt;"><td height="20" style="height:15pt;width:74pt;" width="98">
				Amount
			</td>
			<td style="width:71pt;" width="95">
				Money
			</td>
			<td style="width:60pt;" width="80">
				Price p.p.
			</td>
		</tr><tr style="height:15pt;"><td height="20" style="height:15pt;">
				180
			</td>
			<td align="right">
				<em><strong>433.980,00</strong></em> €
			</td>
			<td align="right">
				2.411,00 €
			</td>
		</tr></tbody></table><p>
	 
</p>

<p>
	Sooo, it's easy to see, selling directly from my distill is way more proftible by a mere 22%.
</p>

<p>
	What's the point of supplying casinos with liquor and other goods when you can make a lot more money by directly selling stuff from your factories?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">8010</guid><pubDate>Wed, 06 Oct 2021 20:54:27 +0000</pubDate></item><item><title>Xsotan Invasion</title><link>https://community.boxelware.com/index.php?/topic/41758-xsotan-invasion/</link><description><![CDATA[<p>
	I have 1400 hrs in avorion now and the Xsotan Invasion mechanic ruins the whole game.My guess is that this mechanic is for a lot of players a reason to leave the game. It is annoying and no fun at all.
</p>

<p>
	There should be an option to enable / disable this mechanic.
</p>
]]></description><guid isPermaLink="false">41758</guid><pubDate>Fri, 26 Jul 2024 14:45:27 +0000</pubDate></item><item><title>Into The Rift DLC - QOL Fix</title><link>https://community.boxelware.com/index.php?/topic/18486-into-the-rift-dlc-qol-fix/</link><description><![CDATA[
<p>
	Please for the love of god, make the Rift Generator deployable more mass-dense. Make it very hard to move. It's a coin-flip when I'm doing the Into the Swarm mission whether or not the generator is going to get targeted or just accidentally rammed by Xsotan and just shot off into space, stranding my fleet in the Rift mission with no recourse other than dying.
</p>

<p>
	Either that or PUT A BEACON ON IT so it can be found at a distance! It's insane to me that an object you need to be extremely close to for it to function has no built-in way of finding it in the chaos that is that mission. There's 20-40 ships flying around at all times and there's almost zero consideration for the amount of visual clutter that entails. Applied Xenology probes don't get moved by munitions, why does the Rift Generator?
</p>

<p>
	 
</p>

<p>
	Other notes when trying to dev menu my ships out of this mess:
</p>

<ol><li>
		Spawning a second generator, deploying it, and taking the wormhole from the dev menu doesn't exit the mission. It just puts you into a new empty Rift sector, which makes it completely useless.
	</li>
	<li>
		Ripcord item doesn't work at all when spawned using the dev menu.
	</li>
	<li>
		Destroying a ship via the dev menu in this empty Rift space removes it from your ships tab, so it can't be towed at a repair dock. Your ships are completely gone if they end up here, including all equipment and turrets. I literally just bricked a 300 hour game because of this unless I want to completely dev mode it back by just giving myself the equipment/resources/turrets back, which really removes all of the fun/achievement it took for me to get them.
	</li>
</ol><p>
	I really enjoy this game, but I periodically quit for long periods of time when I run into things like this. The game is fun except for absolutely terrible, frustrating instances like this that are mostly due to just a simple lack of refinement of game mechanics.
</p>
]]></description><guid isPermaLink="false">18486</guid><pubDate>Fri, 25 Aug 2023 14:57:28 +0000</pubDate></item><item><title>R-miners broken?</title><link>https://community.boxelware.com/index.php?/topic/41302-r-miners-broken/</link><description><![CDATA[
<p>
	Right got a strange one,
</p>

<p>
	 
</p>

<p>
	My R-miners won't pick up their ores..., I have all the necessary bits like a transporter block, the transporter software and a loot collection range slot. No matter what I try my miners won't pick up the loot, is this a change in a recent update or is my save broken?
</p>

<p>
	I have plenty of hours in the game and I know what I'm doing, just strange they've all stopped picking up the ores.
</p>
]]></description><guid isPermaLink="false">41302</guid><pubDate>Mon, 16 Oct 2023 18:27:49 +0000</pubDate></item><item><title>How to use Docked ship's turrets?</title><link>https://community.boxelware.com/index.php?/topic/41665-how-to-use-docked-ships-turrets/</link><description><![CDATA[
<p>
	So I've looked around for an answer or a video or something, and genuinely can't find one. I've docked a ship to a 'mother ship' and it has three turrets. The mother ship has +4 capacity for all turrets, both the mother ship and docked ship have crew assigned to everything, I even added turret cap to the docked ship. The mother ship can not control or fire the turrets; I have to enter the docked ship, it will fire the turrets, but they are fixed in place and will not move.
</p>

<p>
	 
</p>

<p>
	How do you use turrets on a docked ship, while in the mother ship? And just for anyone who comes to this, or if I come back a year later or something, can we get a step by step checklist? Or video/pictures, because this is really disheartening man. 
</p>
]]></description><guid isPermaLink="false">41665</guid><pubDate>Wed, 27 Dec 2023 12:24:47 +0000</pubDate></item><item><title>Clarification on "Attracts NPC Traders"</title><link>https://community.boxelware.com/index.php?/topic/41652-clarification-on-attracts-npc-traders/</link><description><![CDATA[
<p>
	Afternoon! I've been doing a bit of code diving into the lua files but seemingly I couldn't really find out what this seems to mean for stations or how do they affect a given system.
</p>

<p>
	 
</p>

<p>
	It seems to be a common question in the discord that goes mostly unanswered as no one knows a crystal clear answer to it, but there are several stations that have a tooltip mentioning they <strong>"Attract NPC Traders"</strong> BUT I am not sure if this means that it will attract traders to that specific station for the trades that it allows <strong>OR</strong> if it will actually affect the entire system, increasing the amount of NPC traders that will show up at other stations in that system to sell/buy goods. 
</p>

<p>
	Given the lua code, the latter does not seem to be a thing at all given how npc traders seem to be on a fixed semi-random cooldown before they show up that does not seem to be affected by the SupplyDemand variable or anything like that.
</p>

<p>
	 
</p>

<p>
	So...
</p>

<p>
	 
</p>

<p>
	Are trading outposts, military outposts and other stations with that tooltip able to affect other stations or... Was that just an ambiguity with the tooltip?
</p>

<p>
	 
</p>

<p>
	Best regards! 
</p>
]]></description><guid isPermaLink="false">41652</guid><pubDate>Fri, 15 Dec 2023 22:32:50 +0000</pubDate></item><item><title>Fighter Production Speed</title><link>https://community.boxelware.com/index.php?/topic/8761-fighter-production-speed/</link><description><![CDATA[
<p>
	Hey hey, guys. I tried searching the forums and seemed to have found everything but what im looking for.<br />
	If I build more assembly blocks on my ship, will that increase the speed at which my fighters are created?<br />
	Whats better, 5+ really large assembly bays or tons of small ones?<br /><br />
	I know the maximum number of fighter's to be assembled at once is 5 but I want to increase the speed. Ive been playing around with large blocks and small ones but am thinking of redesigning my capital ship and want to get the most bang for my buck and am worried ive hamstringed myself with all the misplaced assembly blocks.<br />
	For example lets say I have 10 assembly blocks, 5 Trinium and 5 Avorion. Will my fighters have a reduced production speed because they are being produced by the 5 trinium blocks or is the production speed determined by the TOTAL number + size of the production blocks themselves?<br /><br />
	Thanks for your help! Im sure this question or similar have been asked to death but I seem to be wording my searches wrong because I cant find the answers im looking for.
</p>
]]></description><guid isPermaLink="false">8761</guid><pubDate>Thu, 14 Apr 2022 14:52:05 +0000</pubDate></item><item><title>X_______X Nvidia 3060......</title><link>https://community.boxelware.com/index.php?/topic/18391-x_______x-nvidia-3060/</link><description><![CDATA[
<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://community.boxelware.com/uploads/monthly_2023_02/image.png.bbd34434a11e557afd2febeffd87ad76.png" data-fileid="2229" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="2229" data-ratio="66.90" width="1000" alt="image.thumb.png.5d019db077a98e98db473596579fbfd8.png" data-src="https://community.boxelware.com/uploads/monthly_2023_02/image.thumb.png.5d019db077a98e98db473596579fbfd8.png" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /></a>_____
</p>
]]></description><guid isPermaLink="false">18391</guid><pubDate>Mon, 13 Feb 2023 21:17:22 +0000</pubDate></item><item><title>&#x410;ttacks on stations or the player's sector?</title><link>https://community.boxelware.com/index.php?/topic/18261-%D0%B0ttacks-on-stations-or-the-players-sector/</link><description><![CDATA[
<p>
	Hello. A question. If I put a station in a sector or have my own sector with stations and ships. But I am not in this sector. Can my station or sector be attacked if I am not in it?
</p>
]]></description><guid isPermaLink="false">18261</guid><pubDate>Fri, 07 Oct 2022 21:13:18 +0000</pubDate></item><item><title>Knowledge</title><link>https://community.boxelware.com/index.php?/topic/18352-knowledge/</link><description><![CDATA[
<p>
	Why does knowledge become bound to a player when in an Alliance? I should be able to farm the knowledge packs for my friends and give it to them but instead its bound to me, even if I have 5 naonite packs, doesn't matter. I see this as a huge negative for the game, not balance.
</p>
]]></description><guid isPermaLink="false">18352</guid><pubDate>Wed, 28 Dec 2022 01:48:44 +0000</pubDate></item><item><title>Unlocking Every Block with All Materials.</title><link>https://community.boxelware.com/index.php?/topic/18348-unlocking-every-block-with-all-materials/</link><description><![CDATA[
<p>
	Does anyone know how to unlock all blocks for all materials. For example Inertia Dampeners can only be made from Iron and Avorion. I am looking for a way to craft all block from any material.
</p>
]]></description><guid isPermaLink="false">18348</guid><pubDate>Thu, 22 Dec 2022 17:01:17 +0000</pubDate></item><item><title>Color Coding Note Icons</title><link>https://community.boxelware.com/index.php?/topic/18342-color-coding-note-icons/</link><description><![CDATA[
<p>
	Was always wondering when it was going to happen. Guess I over thought it.
</p>

<p>
	would using colored icons in the notes section of the MAP, be useful?
</p>

<p>
	(as in standard Ore colors and possibly more icons, definitely more icons)
</p>

<p>
	again, in the “add note” option when viewing galaxy map.
</p>
]]></description><guid isPermaLink="false">18342</guid><pubDate>Thu, 15 Dec 2022 13:09:53 +0000</pubDate></item><item><title>How does Diplomacy work in the debug menu?</title><link>https://community.boxelware.com/index.php?/topic/14183-how-does-diplomacy-work-in-the-debug-menu/</link><description><![CDATA[
<p>
	Hi folks,
</p>

<p>
	I'd like to set relations with an NPC faction. I am familiar with grinding up by clearing pirates and whatnot, but that's tricky when it's a smuggler hideout so I'd like to use a command. The only instructions I've found via google are to target the entity in question, fire up the debug panel and use the diplomacy settings. However, as soon as I open the debug panel, my own ship is targetted and the diplomacy options (like, neutral, ally, etc.) appear to have no effect.
</p>

<p>
	Can anyone point me in the right direction, please?
</p>

<p>
	Cheers
</p>
]]></description><guid isPermaLink="false">14183</guid><pubDate>Tue, 09 Aug 2022 17:32:07 +0000</pubDate></item><item><title>Patch 2.2 and Rift DLC - Playthrough notes up to the barrier (Spoilers)</title><link>https://community.boxelware.com/index.php?/topic/14184-patch-22-and-rift-dlc-playthrough-notes-up-to-the-barrier-spoilers/</link><description><![CDATA[
<p>
	Started a patch 2.2 game after buying into the rift. Here are my thoughts and observations on Avorion 2.2 and Into the Rift DLC (spoilers). I have progressed the current game up to the barrier (Tech 37 turret factory)
</p>

<p>
	I like the into the rift DLC as it allows me some different missions and rewards. Here are some observations and suggestions about the DLC
</p>

<ul><li>
		(Spoiler) I have tried several missions and they each worked. My favorite is the get the core from an enemy ship. Although running rescue missions until you get a Hunter/Scientist Rank 3 captain is a good idea.
	</li>
	<li>
		The new combo subsystems are good/great rewards. 
		<ul><li>
				(Spoiler) The one subsystem I (type) I would change would be the ones that give long range hyper jump range with the long cooldown. I won't put long cooldown hyperspace jumps on main line ships as that slows their travel times down compared to using the SXTN-K VIII subsystem plus one or two more +jump with hyperspace cooldown reduction.
			</li>
			<li>
				The only use I find for the long range with increased cooldown is for station ships that I jump once and then build a station. And the existing R-8 to R-14 handle that better than the new combo ones.
			</li>
		</ul></li>
	<li>
		I would increase lighting in the Rift. I understand thematically keeping it dark but I think you lose visual interest there with it as  dark as it is.
		<ul><li>
				The beacon path lights should be brighter.
			</li>
		</ul></li>
	<li>
		I can't find a use for the one use beacons you get/buy. They are hard to see, don't show up on map as a highlighted square.
		<ul><li>
				I would make them an object you can select from the strategic map.
			</li>
		</ul></li>
	<li>
		The first NPC hunter you get auto talks to you which would be fine if you could do the mission he has with any ship. Instead you need a 22 kt ship (which is really small) and blocks the current Rift mission you had selected from the mission board.
		<ul><li>
				To fix
				<ul><li>
						Allow any size ship or only have him auto talk if your ship can go on the mission with him.
					</li>
					<li>
						Increase the tonnage of that mission to make it easier to make the mission valid
					</li>
				</ul></li>
		</ul></li>
</ul><p>
	Notes on the 2.2 patch
</p>

<ul><li>
		Changes to the Object Detector are good as it makes the ones below Red usable.
	</li>
	<li>
		Turret changes are drastic, in my opinion too drastic as it impacts game play in a major way once you reach the barrier. Note I re-rolled my tech 37 turret factory over 40 times.
		<ul><li>
				Tesla turrets are reduced in damage at Tech 37. The best electric is 1k DPS/Slot and the best plasma is 1.2k DPS/Slot. The reduction in damage to the electric ones is not worth the 2x damage to engines/energy centers. Update Tech 37 Tesla were over 2k DPS/Slot. The plasma version is usable as a fighter weapon otherwise I don't use this weapon system any longer
			</li>
			<li>
				Launchers seem fairly unchanged (vs Update 2.0). My best two are a 876 DPS/Slot range 36 and an Anti-matter at 755 DPS/Slot range 30. This is one of the main turrets I use in this game now. Note that the launcher projectiles take a while to hit a target which is not always ideal. Always make your launchers with Seeker attribute
			</li>
			<li>
				Railguns have reduced damage since update 2.0. The best I rolled up was 471 DPS/Slot. I ran tests to see what the damage was against shields (50%) and against layered blocks (about 250%). Almost a viable weapon but outclassed at long range by launchers, lasers at medium range and at short range by Bolters and chain guns. Damage is much less than update 2.0 where at tech 37 they could get to 1k DPS/Slot
			</li>
			<li>
				Lightning Cannons - These have been crippled in Update 2.2. With a short battery life (12-26 seconds) and reduced damage they can't compete with launchers, railguns, chainguns, bolters or lasers. The best I rolled up were 500 DPS/Slot electric and 700 DPS/Slot for plasma. In update 2.0 these could do 1.2k DPS/Slot and were a weapon system I used all of the time.
			</li>
			<li>
				Pulse cannons - didn't roll up any that were better than other weapons. No change from update 2.0 as I didn't use this weapon system there either
			</li>
			<li>
				Plasma Cannons - Not enough damage with projectiles with short battery life makes these a weapon system I never use in update 2.0 or 2.2
			</li>
			<li>
				Chainguns - This are doing well in update 2.2. At tech 37 I rolled up ones with 1.2k DPS/Slot with a range of 10. Better than Update 2.0 versions (range and DPS/Slot). The best source of continuous damage (vs shields) in update 2.2 at tech 37. Can be made into a fighter weapon if you want kinetic damage.
			</li>
			<li>
				Cannons - At tech 37 they have about the same DPS/Slot with a longer range than Update 2.0. My best roll is 549 DPS/Slot with arange of 27 and a fire rate of 0.5.  This is a weapon I make automatic fire mode on and let it pick off targets at long range while I focus on other targets. The 549 DPS/S is increased if it hits unshielded targets up to around 0% to 100% more damage depending target block configuration.
			</li>
			<li>
				Bolters - A solid weapon in update 2.2. Damage is not as high as update 2.0 but for update 2.2 it comes in at a solid 639 DPS/Slot with a range of 12. Note that against hull this weapon has a 212% damage increase. A good turret as a finisher on unshielded ships.
			</li>
			<li>
				Lasers - At tech 37 almost the same as Update 2.0. Best ones in this game are 879 DPS/Slot with a range of 17, 45 second battery (26 recharge time) and a 704 DPS/S plasma version range 14 with 42 second battery (26 recharge). A solid weapon system at tech 37 if you want fast accurate fire past 10 km
			</li>
		</ul></li>
	<li>
		Turret Factory - changes
		<ul><li>
				I like the chance at red turrets now.
			</li>
			<li>
				Lower quality turrets no longer seem viable. When doing this write-up I realized that not a single blueprint I made at tech 37 was less than gold quality. In update 2.0 I had great white blueprints (only a small decrease in stats than the best gold turrets but much less material use) but this is no longer the case in Update 2.2.
			</li>
			<li>
				I love the re-roll turret factory seed. One of the best new features for update 2.2
			</li>
		</ul></li>
	<li>
		New legendary turrets
		<ul><li>
				I like many of the new legendary turrets in this release. 
				<ul><li>
						Some of these are good enough to still be used with turret factory Tech 37 turrets. This is change from update 2.0 where all legendary weapons were made obsolete due to turret factories.
					</li>
				</ul></li>
			<li>
				I expect these will be all replaced with factory turrets at Tech 50 as there are not good sources of Tech 50 legendary turret drops (maybe this is changed in update 2.2 but I don't see where so far).
			</li>
		</ul></li>
</ul><p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">14184</guid><pubDate>Thu, 11 Aug 2022 18:03:07 +0000</pubDate></item><item><title>Jump - press once to jump instead of holding keys. Perhaps a mod or official support?</title><link>https://community.boxelware.com/index.php?/topic/8843-jump-press-once-to-jump-instead-of-holding-keys-perhaps-a-mod-or-official-support/</link><description><![CDATA[
<p>
	Hi, first I'd like to say how much I loved playing Avorion since early access. I haven't played all available version, but I did play pre release, v1.0 and now v.2. Thank you for bringing this game and the passion you've given this product.
</p>

<p>
	I have a personal issue when I play though. Due to nerve issues I struggle with holding / straining my fingers too much.
</p>

<p>
	This brings me to the updated jump-mechanism. In the older version I think I pressed TAB to jump (or perhaps it was holding, not sure). But this whole new "hold W+hold SPACEBAR" is causing me a bit of grief. Not a total killer, but it still reduce my enjoyment due to a minor pain.
</p>

<p>
	Is it possible to get a mod / or a fix somewhere, so I can press to start the jump sequence instead of holding the keys?<br />
	For example "press CTRL+SPACE" to initiate jump, and for cancelling, just pressing SPACE again?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">8843</guid><pubDate>Thu, 23 Jun 2022 13:06:34 +0000</pubDate></item><item><title>Seeking Guidance for Super-Heavy Ships</title><link>https://community.boxelware.com/index.php?/topic/7952-seeking-guidance-for-super-heavy-ships/</link><description><![CDATA[
<p>
	So the game lets me build my own ship to mine and explore the galaxy; inevitably I built a Star Destroyer. Because; who wouldn't? <span class="ipsEmoji">😁</span>
</p>

<p>
	 
</p>

<p>
	One thing leads to another, and of course, I wanted to build the Executor, Super Star Destroyer. In the sand-box free-mode I made the frame and armouring of the 19km long ship; I just need the detailing and the inner workings, when I ran into a problem... how do I make it turn?
</p>

<p>
	 
</p>

<p>
	It's 19km by 5km and over 160 million tons (so far). I can strap a tiny 10x10x10 Trinium engine to it, and it moves forward [very slowly] a few m/s. Strap some large maneuvering thrusters, and I can strafe this monstrosity at hundreds of m/s side to side, up and down. But strap some 70 million worth of Avorion grade gyros in only a single direction, and the ship still cannot pitch, roll, or yaw.
</p>

<p>
	 
</p>

<p>
	Even the 10x10x10 Trinium engine can push the monster; strap it sideways and that should realistically be sufficient? Operate the strafing thrusters in opposite directions and I should be doing donuts at several times the speed of sound (I was over 300m/s strafing with only a couple medium sized directional thrusters). But no matter what arrangement I try, thrusters, gyros, or some combination thereof, I can't get my Super Star-Destroyer to steer!
</p>

<p>
	 
</p>

<p>
	Help!
</p>
]]></description><guid isPermaLink="false">7952</guid><pubDate>Fri, 01 Oct 2021 01:32:10 +0000</pubDate></item><item><title>Trading Missions Experience</title><link>https://community.boxelware.com/index.php?/topic/8669-trading-missions-experience/</link><description><![CDATA[
<p>
	TLDR at bottom.
</p>

<p>
	As a new player I didn't get to experience the magic of loop commands.
</p>

<p>
	However, I have taken to the mission commands rather well. I play 2 player, my friend controls the military vessels where I handle economy, scouting, mining, diplomacy, logistics, production, shipyards, etc. etc. You know, the fun stuff! <span class="ipsEmoji">😄</span><br /><br />
	However I feel Trade missions have to be the biggest hindrance to my play experience so far. In short: Trade missions need to last longer, perhaps in a similar way to mining missions.
</p>

<p>
	I handle a fleet of 15+ trading vessels scattered across a quadrant of the galaxy map and having each missions only last 10-13 minutes on average means most of my time in this game is ordering merchant ships around. The direction this game has taken in 2.0 has made me feel developers want players more focused on macro-oriented game-play, and this mechanic goes against that philosophy.
</p>

<p>
	I enjoy the mechanics of trading, but having to engage with those mechanics at this intensity really makes me feel like I need to make a decision between scaling my economy optimally or being able to enjoy my time in game. The fact mining missions are executed so well makes me think this could be a design oversight. I hope a developer can see how this can be frustrating to players that enjoy the game on a macro-oriented level.
</p>

<p>
	Thank you for reading.
</p>

<p>
	- TedRo
</p>

<p>
	 
</p>

<p>
	TLDR: Trading missions need to operate more like mining missions. I dislike having to reissue trade commands to my entire trade fleet every 10 minutes.
</p>
]]></description><guid isPermaLink="false">8669</guid><pubDate>Wed, 26 Jan 2022 17:50:53 +0000</pubDate></item><item><title>Where can I sell potatoes?</title><link>https://community.boxelware.com/index.php?/topic/8676-where-can-i-sell-potatoes/</link><description><![CDATA[
<p>
	Hello all
</p>

<p>
	I am still at the beginning of the game with my Titan ship.<br />
	During the mission "Search the missing ship" I always get potatoes as a gift.<br />
	In a manual it says, potatoes buy the carbon factory. But there are 2 carnon factories on the map and unfortunately they only buy rice.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">8676</guid><pubDate>Mon, 31 Jan 2022 13:58:52 +0000</pubDate></item><item><title>"Factory can't produce not enough cargo space for products"</title><link>https://community.boxelware.com/index.php?/topic/8694-factory-cant-produce-not-enough-cargo-space-for-products/</link><description><![CDATA[
<p>
	So, wtf? That is the error my steel factory gives me, Yet "empty cargo 543721" is what I have, is there a maximum amount of the good a factory can store regardless of cargo size?
</p>
]]></description><guid isPermaLink="false">8694</guid><pubDate>Sat, 12 Feb 2022 22:21:23 +0000</pubDate></item><item><title>Possible bug?</title><link>https://community.boxelware.com/index.php?/topic/8689-possible-bug/</link><description><![CDATA[
<p>
	I noticed when I removed my XSTN-k VI (AI artifact, Pilots and fighters) I was not able to set actual pilots to the fighters any longer (there is no + to add pilots) Is this a bug or is there something I need to do to get the + (add) pilots back? Yes, the artifact was completely removed from my ship.
</p>
]]></description><guid isPermaLink="false">8689</guid><pubDate>Sun, 06 Feb 2022 21:56:50 +0000</pubDate></item><item><title>Question about using multiple mining lasers</title><link>https://community.boxelware.com/index.php?/topic/8339-question-about-using-multiple-mining-lasers/</link><description><![CDATA[
<p>
	My question is how the game handles multiple mining laser efficiencies when you put more than one mining laser on a ship. For example, on my mining ship when I travel through the Titanium Region I have 5 different mining lasers that are firing at a time with 4 different efficiency ratings between them. The ratings are; 68.2, 84.7, 80, and 70.4.
</p>

<p>
	So, unless I'm wrong there are 3 possible percentages of the ore I'm getting.
</p>

<p>
	1. The highest efficiency(84.7) with the rest contributing dps
</p>

<p>
	2. The lowest efficiency(68.2) with the rest contributing dps
</p>

<p>
	3. A random efficiency based on which laser dealt the damage last.
</p>

<p>
	I thought this would be an easy question to find an answer for, but apparently not as I cannot find an answer anywhere.
</p>
]]></description><guid isPermaLink="false">8339</guid><pubDate>Tue, 14 Dec 2021 07:48:39 +0000</pubDate></item><item><title>Help with The Smuggler Boss mission (Resolved)</title><link>https://community.boxelware.com/index.php?/topic/8652-help-with-the-smuggler-boss-mission-resolved/</link><description><![CDATA[
<p>
	<s>I lost the cargo on "The Smuggler Boss" mission step 3 "Follow the smuggler's instructions". Does mission eventually reset or let me talk to another smuggler (e.g., resetting 2nd step to acquire smuggled goods)? I can't abandon the mission, it's greyed out.</s>
</p>

<p>
	I randomly encountered a Bottan smuggler ship in a smuggler hideout while removing stolen cargo identities. I interacted with Botton smuggler and he gave me package to drop off at a location. When I got to the location The Smuggler Boss mission updated. Issue resolved.
</p>
]]></description><guid isPermaLink="false">8652</guid><pubDate>Thu, 20 Jan 2022 17:56:37 +0000</pubDate></item><item><title>Increasing the throughput of ambient shuttles?</title><link>https://community.boxelware.com/index.php?/topic/7738-increasing-the-throughput-of-ambient-shuttles/</link><description><![CDATA[
<p>
	They don't transport enough. My XXL factories are RUINED! Wasted! RUUUINED!!!
</p>
]]></description><guid isPermaLink="false">7738</guid><pubDate>Fri, 10 Sep 2021 18:19:56 +0000</pubDate></item><item><title>where is Factory ?</title><link>https://community.boxelware.com/index.php?/topic/7809-where-is-factory/</link><description><![CDATA[
<p>
	in my game save i got 1467 sector discovered , guess how many Laser Compressor Factory and Laser Modulator Factory i find ? = zero
</p>

<p>
	same about Rocket Factory / Servo Factory / High Capacity Lens Factory / Targetting System Factory / Tesla Coil Factory = zero
</p>

<p>
	game does want you to make weapons for ships
</p>

<p>
	WTF ???
</p>
]]></description><guid isPermaLink="false">7809</guid><pubDate>Sun, 19 Sep 2021 13:20:55 +0000</pubDate></item><item><title>Concerns: Update 2.0(.6) - Fleet Management, Ship Direct Control, Building Knowledge, Hidden Mass Sectors, Event Probability and Delays with Event Flagging</title><link>https://community.boxelware.com/index.php?/topic/7752-concerns-update-206-fleet-management-ship-direct-control-building-knowledge-hidden-mass-sectors-event-probability-and-delays-with-event-flagging/</link><description><![CDATA[
<p>
	<span style="background-color:#202124;color:#e8eaed;font-size:16px;">Hey folks,</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I've been really fed up with not having direct control over ships in recency, with the update 2.0. I appreciate the new missions, but everything else about it has, in my opinion, gotten less playable. I wanted to discuss with anyone willing to listen about the new updates and how I feel about them, and maybe even get a dev to listen.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">TLDR is at the bottom. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I know this is a strong opinion to have, so hear me out: I love loops. Mining loops are fun. Freighting loops are fun. Knowing exactly where every ship is going so I can assign patrols to sectors lets me micromanage everything to vent my control freak needs. When I need a military ship on call, I can pull it from a particular sector and call it to a nearby sector. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I can no longer do that as of update 2.0. Recalling an escorting ship takes time. If it shows up in the wrong part of the map during a faction war, I can't call it fast enough to defend my or an allied faction's territory. This has happened a number of times.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Sometimes, I light up a pirate territory, or even engage an entire faction, leaving a trail of destruction across a few sectors before I need to park up and repair. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I can't call salvagers to each specific sector and run them on salvage-refine loops to clean up the little mess I've created and net me a lot of resources in the process. The salvagers in my fleet are ""somewhere"" near where I've assigned them. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I do not have Trinium, so I can't create hangars and create a salvaging fighter squadron. I cannot acquire Trinium for reasons I'll list further below.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">In the pursuit of fleet management, the development team has lost their way for those who *actually* managed their fleets. Ships now work on vagueries and polychronic time, finishing at some number of hours in the future, never truly available, and not controllable in a sector. This causes people like me to create large god-slayers that handle every single task at once, and then some, and leave remaining smaller ships to sector-wide tasks, like patrols. Or, I would, if it weren't for Building Knowledge, something I'll get to.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Return to form with direct ship management, not this thing where I can't play a little game of budget Factorio in space, with 70 commands assigned to every ship, excepting the sector patrols. I like the choice of mining in a sector, if you need ships to gather resources and don't want to really hunt for a bunch of hidden mass sectors to go mine in. Scouting is nice for that reason, and I've used it a lot to map out parts of the galaxy I intend to set up shop in with my new savegame. I just don't like that these two things are somehow incompatible, and to gain sector-wide mining without having to go to refineries I must lose the ability to know where my support, help, and firepower is. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Fleet management becomes a game of "either have three ships or a million" and I honestly don't like either option. Having your hands full of captains you can barely remember with ships you vaguely recall the armament and purpose of is a suboptimal gaming experience. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Alright, next thing.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Pace. Halting. Mechanics. It's an industry term, some total jargon, but I'll explain it to you (badly). When you want something to take longer or to be more difficult, you can cause it to take more time.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I hate this. I hate tedious things. COVID has destroyed what little exists of my attention span. I don't want to go out and make friends and run errands to gain a shipyard's trust. I can't find pirate sectors worth a damn (more on that below).</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">The thing I'm fed up with specifically, because I can't seem to write stuff in order, is Building Knowledge. It's tedious to earn. It's hard to find. And if I do it out of order, it's a goddamn curse. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I showed up in a Trinium-space Faction that already liked me, and moored next to a repair dock (a wise choice, since I had merely Titanium building knowledge), to lean back in my chair and finish my food, when suddenly, the fire nation attacked - or, well, we had faction war. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I wisely chose to support the controlling faction, and instantly gained Excellent trust, and bought Trinium building knowledge off of them. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Something in the game's code flagged that I had Trinium knowledge and won't let me buy Naonite knowledge off of one of the many shipyards from factions I'm allied with. I've cleared pirate after pirate with zero luck.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">After two days of in-game searching (yes, I've clocked 48 hours literally singlemindedly mapping the galaxy to find shipyards to talk to) I think I'm going to have to simply destroy the new Building Knowledge and see if it unflags the knowledge so I can get Naonite, or I'm going to have to get hacky with the ~dev library to give it to me. This is one of those aforementioned pace halting mechanics, and I can see why they did it, especially in multiplayer when an endgame user can gift a new player a little too powerful of resources, but it's poorly implemented and hinders the sandbox experience, and has overall just been grinding my gears. I am aware this option can be disabled when I start the game, but I was not aware of this and also am not the server host, meaning nobody could and nobody can change this at this point, as far as I am aware. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Next. The probability changes. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Do you remember back when Smuggler's markets were every couple hidden mass sectors? Yeah, I liked it like that. I have a cargo "license" for everything, as the new smuggler captains put it, and so I'd much like to be able to hop in, do some unbranding, and hop out, ready to sell the goods I ""bought"". I'd visit a new market just about every time, sure, but they'd be there if I made the trek back towards titanium space. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I can't find a smuggler's market, *ever* anymore. I have to use my Mining/Smuggling captain to find them, and they're relatively common, but I guarentee that if the game were to roll the dice on what sector that hidden mass sector would be if I personally hopped in, it would never pick Smuggler's outpost. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">This has been particularly annoying when I have been looking for pirate shipyards to destroy to acquire my god-forsaken Naonite building knowledge. The ambient text chatter on ships says that people get killed going after yellow blips, and that used to be very true, but after the update I've yet to meet a killer among the loads of empty asteroid fields that my object detectors see nothing in, and I see no pirates in. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">I see that most people here play on tougher difficulties, veteran, hardcore, even some Insane players. These players seem to prefer combat, and not 2000-2500 asteroids giving meaning to an otherwise empty and worthless sector. Even the mystery of a bunch of wreckages strewn across a sector would be more appealing to these people, at least they could hit F to interact with everything before bringing out the salvaging team.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">This plus some random container fields seems to be the norm (container fields being even more common with the BM DLC). Let's change that, throw some suggestions in for more interesting hidden sectors.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Last thing, vaguely related to probability.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Coinciding events. The one time I actually had the manpower to save a Pirate Traitor in a hidden mass sector, I was interrupted by a fleet of Xsotan. When I was investigating missing freighters, Boss Swoks appeared and the dialog options glitched out, even more so when the particular Corvette traitor attempting to initiate the dialogue was killed. I had to jump back out and back into the sector numerous times before contact was made and I took on the pirates... Which didn't spawn until I left and returned to the marked sector. The AI has spawned while doing this mission as well - good thing I make the conscious decision to provide extreme amounts of generator overhead so I can boost for a long time and charge my hyperspace drive no matter the situation.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">In regards to the aforementioned probability, that is the only time either of the players on this server have run into a Pirate Traitor. I haven't discovered what happens if you save the traitor, and current predictions suggest I never will. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Make flags for missions. I know you already do, because my jump time is halved when doing the freighters mission, the Bounty Hunts, and the Investigation mission, so I can get on with it and enjoy the fights, instead of sitting there watching my 2 minute (one minute in empty space) jump timer wind down. Now make those flags work with each other and delay each other based on priority, so that I don't get rudely interrupted by pirates and Xsotan attacking at the same time for the thirtieth time. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">TLDR: I am a neurotic, rambly control freak with ADD-like symptoms (diagnosis legally retracted). So that I don't inflict my controllyness upon the world, I play Avorion. My long thoughts boil down to that I don't like not knowing exactly where every ship is, and not having full control over it. I do not like building knowledge, because it slows your roll and complicates things in a sandbox game where you can explore out of order. I do not like the retweaked probably that turns every gamble on a hidden mass sector an uninteresting experience with no fights, ever. I do not like that events happening concurrently are breaking each other. All of this strongly opinionated feedback is said because I care deeply about this game's success and desire to enjoy playing it and having good experiences in it, instead of sitting here with bitterness in my mouth and fire in my heart. </span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Thank you for reading. Please validate my feelings about this because I have literally zero self-confidence but also simultaneously have strong feelings on things I shouldn't need to.</span><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><br style="background-color:#202124;color:#e8eaed;font-size:16px;" /><span style="background-color:#202124;color:#e8eaed;font-size:16px;">Or bring my stupid thoughts crashing to the ground with well-thought-out counterpoints. </span>
</p>

<p><a href="https://community.boxelware.com/uploads/monthly_2021_09/20210911020112_1.jpg.dd0bfe48f939250ea436fc8b2ec1d2af.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="1486" src="https://forum.avorion.net/applications/core/interface/js/spacer.png" data-src="https://community.boxelware.com/uploads/monthly_2021_09/20210911020112_1.thumb.jpg.8b638c37337435b60a50132b2549beac.jpg" data-ratio="41.9" width="1000" class="ipsImage ipsImage_thumbnailed" alt="20210911020112_1.jpg"></a></p>]]></description><guid isPermaLink="false">7752</guid><pubDate>Mon, 13 Sep 2021 12:53:03 +0000</pubDate></item></channel></rss>
