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SneakyTacts

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Everything posted by SneakyTacts

  1. An easier way to do something like that would be to use the 'modify entire ship' tool in the lower left corner. What either of our methods lack, though, is the ability to adjust certain things and not everything.
  2. For anyone who can't speak German, Google Chrome translated Napapon's words for me: "Hi there, my name is Napapon. Is it possible to give orders to other ships (with captain) who arein another sector? In the player menu, theship can not be selected. Furthermore, I have not found in the same sector the opportunity to command my ship in another sector." To Napapon: I wish I had an answer, but all I know is that what you are asking about will soon be in the game. This page https://www.avorion.net/forum/index.php/topic,5233.0.html describes what you inquire: "Remote Commands & Queues The above groundwork will enable one vastly important feature: Inter-Sector commands for ships! You'll be able to command ships over the galaxy map even when they're not in the same sector as you. But we're not stopping there! We're also adding queues of commands, so you'll be able to command your ships to fly to one sector, mine asteroids or attack enemies, and then jump to yet another sector. And you'll be able to loop these commands as well." Perhaps someone else can let you know if this feature works yet.
  3. You wrote that clearly and I like the idea of having slots like that, Sir Charles! At first, I thought each captain would have a different price and you wouldn't know which captain in your fleet is charging more. I just need to play the game a bit more to really get an idea for what sounds truly right, so I shouldn't continue on this topic, haha.
  4. I haven't had many ships, but I know that if I did want a few dozen, then a price of 12 million per hour per ship would be extremely difficult to keep up with. You'd need to find many good trade routes. I've read that some of these forum users have many dozens of ships. I think one guy has 80 stations in one of his galaxies. Having so many wages for the captains sounds like it might become confusing for a player. Something like having the first captain being inexpensive and the rest at the new 75k is good enough, right? What even happens when a player goes bankrupt and in debt?
  5. Well said, DivineEvil. I like what you have to say about smaller ships. With their acceleration and small profile alone, they have the ability to perfectly dodge AI fire. Although, sadly, the AI is unable to effectively maneuver during battles. A smarter AI is probably what tokmak333 needs but doesn't realize. It can bring fun and challenge without removing our freedom in ship designs and abilities.
  6. My post here mostly describes what other games have and Avorion doesn't, with few basic suggestions. Also, my post isn't well organized; I'm just saying what's on my mind. I really like the conversations going on here! I, at first, saw no point in tokmak333's suggestions, but since you finally explained your reasoning in your last post, I understand you. It reminds me of a game (Mother of All Battles) where there are battleships, submarines, and destroyers. Destroyers defeat submarines, submarines defeat battleships, and battleships defeat destroyers. It's like a rock paper scissors system. But destroyers and battleships can destroy planes and battleships able to defeat land armies. That means that battleships are best all-around, but they can't survive on their own. It's a balanced and very fun system. Also, a bunch of any unit can eventually destroy most other things. Meanwhile, in Avorion, tokmak333 realizes that there is nothing to defeat large battleships other than more large battleships. That makes them one-man armies. This isn't too bad in singleplayer--it's actually kind of fun to have one beast of a ship defeat everything else--but I imagine that encouraging a rock-paper-scissors system in multiplayer would be more fun (I haven't tried multiplayer, though). What I like about your posts, tokmak333, is that you've shared what you have realized might be a less-than-perfect battle system, where bigger ships are all that matter. What I don't like is your proposed plan of limiting the sizes of ship classes. I believe that the ship classes that you're discussing should be mostly based off of new tools/weapons/abilities. Has anyone played Gratuitous Space Battles? I think they've done a good job at encouraging ships to have few strong roles. Basically, each ship plan has x amount of slots for everything. You can insert weapons, armor, EMPs, shields, fighter support bays, engines, and anything else in there, but the more you have of one thing, the less you have of another. Small frigates had a few different weapons and tools from the larger battleships. And fighters were all about speed and swarming. In Avorion, you can make lots of room for everything and larger battleships have more tools and weapons than frigates. Also, the one advantage of smaller ships that is acceleration isn't helpful because they're too weak in power and the AI is incapable of directing acceleration. I hope that the AI in 0.20 try to dodge using that super fast engine boost. ---- ---- ---- ---- Let's talk about how we hope boarding and cloaking will be used. After considering all that I have said, I hope that smaller ships will use these more than the larger ones. I'm thinking about how boarding will work. Should armor thickness of the defender matter? If it does, then will we have to cover engines? I would like to see tiny, fast ships rush towards the defender and insert itself at the thinnest point of armor or hull. The volume of the armor should not matter because only the thickness at the angle of entry should. For the sake of keeping our beautiful engines exposed, I propose that boarding should not be permitted at the rear of engines (where the colorful part is). Anyways, let's not limit ships too much for the sake of classes. Bigger ships are always more fun. We need few limits and many abilities for our ships.
  7. Perhaps you already know this, but, in Steam, you can press the 'shift' and 'tab' keys simultaneously to see many things, including the time.
  8. I have not tried this, but maybe it's possible. Try hiding all blocks that are not one shape of armor, then select them all (by using a selection tool) and try to transform them into anything by using the 'transform' tool or the 'upgrade ship' tool. Those might not be the correct names for the tools but I hope I got the idea across.
  9. I regularly experience the same on the latest stable release. I wear headphones and I can hear a second of odd noises (like the buzzing when plugging in headphones sometimes) a minute before it loses connection to my single player server. I also can’t save any ship builds or do other things. It happens in both of my saves. All I ever do in one save is build ships in creative with developer cheats. It happens after hours of gameplay and is seemily randomly triggered. I don’t know if this info helps, but I write in case it does.
  10. Still sounds a bit tedious to have to (possibly) maneuver a ship to aim, but such accuracy bonuses are nice. That accuracy thing you came up with sounds like it would fit nicer on another part of the game. Perhaps something to do with general combat or boss fights? Not sure. We’re on the right track, though. I think that same dude that I read the suggestion from showed more examples from other games. One included blowing up asteroids for epic explosions. If that were possible in Avorion, it might be fun for a while. Maybe it’d be good for late-game mining to speed up the process.
  11. I agree with most of what you two are saying. Just remember that we should have some patience since we all bought an early-access game :) About mining, I think the solution is not to make it as powerful as salvaging through modifications. Instead, mining should become fun. I’m not sure what could make it fun, but that’d be best. This is actually someone else’s idea and that person suggested stuff such as finding a certain laser frequency or acid combination to gain more material or gain material quickly. They weren’t sure, either, but those are helpful starts of suggestions.
  12. Good thoughts, BlackGazebo. Perhaps a spinning thin ship is best for the titanium zone because small turrets can be placed on small areas in the center where movement is minimal. This way, the center is still a small target and the turrets might fire continuously. Also, chainguns are the primary weapon used by enemies in that zone, which are inaccurate.
  13. Fields of containers are many rows of containers. I have not found any containers filled with cargo. I think some are owned by the controlling faction in the sector. If the sector is empty, I have found that the containers are usually unowned. I don’t understand this part of your message.
  14. There's always the developer command /run Entity():addScript("lib/entitydbg.lua") that you can use to give yourself 10 random sets of 20 weapons, any cargo, any system, to spawn any station or factory, and to create any other of the dozens of odd things, too.
  15. That's great news, darkconsole! For others, Qui_Sum, a developer, says this: "I am porting the #avorion turret generator from c++ to lua to expose it to modders." So we'll be getting all sorts of turret-related mods, now. Sweet!
  16. I'll definitely have to try it. Hopefully the AI doesn't aim for the center, haha. I know that the AI struggles with predicting when acceleration comes into play, so that's got me hopeful. Speaking of acceleration, if you constantly accelerate with a nimble ship straight towards an enemy ship, they'll never hit you. It's one of my favorite things to do because it's so elegant to orbit and destroy while remaining untouched. You kind of need to play around with your distance since it depends on each ship's engine power.
  17. Wow! That's a cool idea! I'm definitely trying that sometime. I went to the build menu to test it out and here's what I've got for you: - You must use "rotation lock" blocks (they have little crosses all over). - You need to put blocks behind the lasers' paths because the opposite turrets don't stop the beams. - You need to rotate the turrets just like you would with a normal block. I didn't know that was possible until now. Two screenshots: Red turret has nothing to stop the beam, orange goes through turrets, green has something to block the beam. https://ibb.co/Bjx1PKg Rotating a turret: https://ibb.co/KFLnvh0 Nachtu is probably correct in saying that the AI probably would not be able to use this design. I hope they're wrong, lol.
  18. About guns, I saw a recent one in the mod section that allows the player to sacrifice weapons to strengthen another. Here it is: https://www.avorion.net/forum/index.php/topic,4595.0.html I haven't used it yet, but it claims to do this (my favorite might be the ability to change projectile/laser colors.: "Heat Sinks - Reduces the heat generated per shot, and increases the cooldown speed. Capacitors - Reduces the base power requirement of a turret. Transformers - Reduces the rate the energy use climbs. Ammunition / Power Amps - Increase the flat damage of the turret. Drive Motors - Increase how fast the turret can turn. Barrel / Lenses - Increase the range a turret can hit at. Trigger Mechanism - Increase the rate of fire. Stabilizers - Increase the accuracy rating. Phase Filters - Increase the efficiency rating of mining or scav gun. Targeting - Add or remove self targeting for the turret. Colour HSV - Drag the sliders to change the colour of the beam or projectiles."
  19. Alright. That fits in my desired size range. Thanks!
  20. I'm only in the Xanion/Trinium zone, so I haven't seen how big turrets get, yet. I'm building modular ship parts (like user TESL4's parts) but I'm not sure how big my turret points should be. I've seen size 6 turrets in the workshop. Are those common? What's the usual size during your late game times? What about for railgun and cannon turrets?
  21. I want to thank all of the developers for building such a fun game. Can’t wait for the official release with nice updates like this along the way.
  22. Ah, I didn’t know about the armor part. Good to know.
  23. Wow, you all have very useful tips on independently firing turrets. I'll begin integrating all of your uses into my play-style. Thanks, all!
  24. Ah, that is something I should use it for. I’ll set my mining lasers on auto by a large asteroid and leave to eat or drink for a minute.
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