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Showing content with the highest reputation on 03/07/22 in all areas

  1. Apart from many other QOL's/Suggestions here, I feel one definitely needs its own post. Click-itus is severe with the base game. It is bad enough that I have to step away not because of time or desire to play, but because of physical fatigue. There are mods that take care of some of this problem, like "Auto Research" by rinart73 (mod 1731575231) and "Trash Manager" by Chefkoch (mod 1788913474), but they are not base game, and thus on official servers, one must make the death of a thousand clicks just to do research, clean out stash of junk, and so forth. The sheer magnitude of clicking required when you've got 1000-2000 items in either your stash or your alliance stash or both is intense. Add in the server latency and effectively having to click the same thing twice and its far, far worse. Trash Mod is simple: Click Material. Click Quality. Click Mark. Go to Scrapyard or Equipment Dock and either scrap or sell. Auto Research is as simple. Between servers that use these and servers that don't, my left-button finger feels the difference almost instantly. Alternatively, make it so that "vanilla Avorion" servers can add these mods for QOL sake without losing vanilla status, as they have zero bearing on gameplay outside of physical fatigue. Another joy is anything you need to buy. Torpedoes. There's a mission now for that, but that means you have to let your ship run off into neverneverland outside of your control for X amount of time in order to refill your stocks. What are you doing now as a player? Sitting around, waiting to get your drone shot by pirates. There's a mod called "Torpedo Production" by jakecool (mod 2053583501) that works relatively well outside of getting bugged any time a ship you use any 2.0 map command where it kills all of your production and forces you to re-set every production terminal. But without that on a vanilla server, what are you doing? Clickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclick. This is truly unnecessary physical fatigue that could be handled with some QOL updates. Even a "Buy all" next to the buy button for a specific torpedo would be a solid improvement.
    1 point
  2. this is a rough idea that will take alot of time and even more coding then needed but I think it would scratch that itch that the rts and faction side of the community would like along with a solid build for future improvements on how AI in general are used in avorion. 1. players that want to start an empire but dont want to manage it can turn on The AI, but to start this you have to have to have an HQ Station, Trade station, and a set amount of resources to get the ball rolling. 2.after establishing a solid first secter with little trade or a resource stock off your own travels, you turn the ai own and it will take everything from how much manpower, stations, ships resources, and credits into account and off of that it will determine what to build, when to build it, and weather or not it can push or retreat to other sectors. 3.Ai ship combat, the AI would take secter knowledge into account provided by itself, the player, or allied faction/players movements. based off of that the ai will send a big enough force of self or player provided ships to take the secter or it will not cause of its calculated major loss's, or the player having an option to set said ai to be more aggressive then turning the ai to just take the chance with or without information. 4.Ship Production. ship production would be based primarily on how many stations and sectors that it has at its disposal, along with resources and credits as the secondary. now what types of ship would be made by the ai? just for example: if you have less than 5 sectors with 1 shipyard the ai will build fighters, bombers, Gunships, corvettes, and at best a destroyer. 10 sectors with 2-3 shipyards would then produce cruisers, and finally having 30+secters with 6 shipyards would start making Battlecruisers. 5.So as for controlling the AI itself a menu would be implemented for the faction overall and sub menus(optional) for each secter on how it reacts, such as combat if set to passive the ships in your faction will just patrol and only engage when necessary, but set to aggressive then will rush sectors with no prior knowledge and will attack indiscriminately anything resembling a threat. All in all this would add a incentive to make an empire, pursue to build it better to compete with other players factions, and to make a vast amount of income, resources, and fleets to you as a players and changes to the universe as a whole.
    1 point
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