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SneakyTacts

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Everything posted by SneakyTacts

  1. I'm thankful for these new missions! Will find them soon. I hope you add even more for an entertaining variety. Please use my post here to find inspiration from 28 unique missions that I've detailed. Some might be too complex, but all would be fun! https://www.avorion.net/forum/index.php/topic,5849.0.html
  2. I read two of the four parts of your suggestion a while ago with the intention of reading the rest the next time I play Avorion. I want to tell you that I enjoyed it all, especially because of the detail that you write in. Hope you’re having fun!
  3. I was both bummed and delighted upon discovering the integrity field generator. Since then, I’ve not cared much about how it affects the game (though I sometimes missed tearing apart the little ships in the early iron stages). This post has made me reconsider it. One of my first thoughts immediately after reading this post was: imagine the game dividing your ship systematically into equal-volume chunks made of any combination of block types, which chunks are physically destroyed after its combined HP is drained. This would mean that you could focus fire on one particular area of a hugely wide and thin armor piece that would normally take ages to destroy, but is instead partially destroyed (because you focused fire on a particular area). Although the blocks that your ship is composed of cannot actually be divided by the player and different blocks merged together in our current game, this adjustment really wouldn’t cause many issues in the game since you’re not allowed to tweak your ship plan when you have a damaged ship, anyway, and your ship is divided into these tiny pieces only when taking damage (not in the editor). I really want to stress that this would eliminate the invulnerability of thin but wide armor and also the giant weak blocks such as shields when placed as a huge chunk. The first idea I like so much now that I’ve typed it that I don’t like the second one I’ve had so much anymore. I’ll share it, anyway. One of my most recent thoughts was: what if we compromise between the beauty builders who build fragile hulls and the fun-fighting players who miss the realism in concentration of fire? Well, that’d be great! The compromise would be something like setting the integrity field’s multiplier to 2X instead of 10X. And/or only allowing a certain volume of integrity field generators directly related to the volume of the ship.
  4. As far as I know, there are no visuals made that direct players to the expensive goods, but there are these nice visuals and this information. Turret components flowchart: from Avorion forum user Knightoout https://www.avorion.net/forum/index.php/topic,4691.0.html Two massive flowcharts for nearly all goods: from Reddit user u/thebaron88 "Items without intermediate nodes" http://svgshare.com/i/eS.svg "Items with intermediate nodes" http://svgshare.com/i/bd.svg Complete factor calculator: https://avofactory.scrap-yard.org/en/factory-calculator.html Factory inputs and outputs: https://avofactory.scrap-yard.org/en/factory-overview.html Goods overview: https://avofactory.scrap-yard.org/en/goodsoverview.html Thank user Nachtu for organizing some of these links well. https://www.avorion.net/forum/index.php?topic=4471.15
  5. That's good to know, Vis! I enjoyed reading what everyone else had to say.
  6. Yeah, those independent turrets require people and that’s a bit silly, haha. Maybe we could be given an update where the independent turrets require just 1 person (to guide the turret to the target?), or 0?
  7. Haha, maybe you are getting carried away. It’s fun to think about, though. I like the idea of finding willing officers in rescues. And I like the idea of these officers being optional so that this complexity won’t be forced upon the new guys.
  8. I was warned that a new reply was posted as I was typing this, but I will post this anyway because I want to leave now and not delete this. See you around later! 1. I'm also interested in answers to your questions in number 1. 2. When the integrity field block is selected from the menu, all affected blocks are supposed to be highlighted. The integrity field affects blocks in a range that is related to the size and shape of the block. So, if the integrity field is 100x 1y 1z in size, it can affect more blocks along the x axis. If it is 4x 4y 4z in size, its field extends out in all directions equally (probably in the shape of a sphere). From my observations, blocks are considered "within the field" when the center of the block is within this imaginary field. Okay, I hope I helped to clarify this. Good luck! 3. If you're asking for methods to becoming wealthy, I have two suggestions! #1: visit big faction sectors; install a trading upgrade; and seek for stations that contain lots of one type of not-heavy + expensive items such as body armor and processors; then when you're sure their stock is worth your time, attack the station and defend against multiple squadrons of military spaceships; lastly, it is usually best to sell all your items to a smuggler since you'll have more cargo than any station can hold. I can get hundreds of millions of credits from this within an hour (depending on my strength). #2: I once earned a ridiculous amount of money from one mission. I do not remember the details, but I must've made two or four hundred million credits after a time-sensitive mission to gather a certain scarce item. I was paid exceptionally well, haha. I haven't played with stations, yet, but I bet you could make good money if you spend a day or two researching the topic and constructing the stations.
  9. I have no objections. Though, only if these officers are plentiful and the most useful ones are rare. Sounds like a good idea, but I don't think it is necessary. Imagine having a boarding battle where you'd have to send more men to defeat your opponent's weaker ship because their tactical officers are highly skilled. Sounds fun to me. I think that the defensive security officers should be stronger than the offensive boarding officers so that the they have a greater chance of survival. Or not, since they're probably doomed anyway at 30% hull, lol. If you developers are worried about people becoming obsessed with finding the best officers, lessen their strengths and weaknesses.
  10. Hi, I think I’ll remove this post soon, now (it’s Nov. 15). I’ll make a post in the ‘general’ category that will include these helpful links. I was going to post this is Warrax’s thread because it is related to the thread’s current subject, but I think a few others might find this interesting so I’ll instead post here. My message: Since we’re talking about ship classification, I’ll share this: Thought it was interesting. I don’t have any classification, myself, yet. I also found this page with a neat fighter design that I might replicate: Oh, and I just found these cool designs:
  11. Haha, good idea. I added #24 just for that. I also am slowly making progress on details. I've written a few things for the cultists to say in speech blurbs in a future list, too. I hope they become more interesting.
  12. I've imagined concise details for some missions. I would love to have help writing for Mission Details. Proud and sad details are welcome!
  13. I also like 0.26. I’ve always wanted missions to influence reputation. If you want more missions, check out my post and add more if you want! https://www.avorion.net/forum/index.php/topic,5849.0.html
  14. Thank you, too, Warrax! I find myself thinking a bit differently from you. I think that the workshop and forums should have the pretty ships (and all the others), while the game would provide ships with a comfortable, vanilla feel—whether they be randomly generated or carefully crafted for balance. I would not mind being able to loot magnificent ship plans, but I feel that we already have attractive ships in the workshop. Thanks for the link to my ship! You’re very kind. I must say that it is built with only Xanion and Trinium, not Avorion. I haven’t actually reached the core in the normal gamemode because I’ve restarted recently after spending days making a ship that is fairly normal-looking and massive. Maybe if I had a decent vanilla ship plan, I would have continued? My little Trinium ship looks like a colorful toy compared to some of yours and others, lol.
  15. I don't know if that's a bug or not, but I do know that I was given all my upgrades and turrets back on my ship, equipped where they last were. Are yours not there?
  16. No, we're talking about a few basic ships to be made by the developers for general purpose and convenience, but I'm sure we'd all appreciate and rather have better random ships in the shipyard, as you say. I just checked and can confirm that "ship generator rework" and "improved visuals for AI ships" are on the roadmap. Again, I'd rather have these two roadmap items than default ships.
  17. Thanks for your help, again! I've added missions tonight, too. If you or anyone else have any other ideas, share them! I plan on adding more to this nice list. Then I might add all possible details to each mission, making the player emotional and motivated in the work they do. I've written a small list of extra speech blurbs that spacecraft might say, as they currently do. I hope to post another list for that. Then I hope to make one more for general and conditional events.
  18. Well, remember how ugly and unorganized those randomly generated ships are? We’re all hoping for even just a few casual-looking ships for when we don’t want to build to perfection or when we were newbies without creativity. Nothing extraordinarily attractive—just normal stuff that suits enough of our needs.
  19. This has affected me, too, so I would also like an option to not pick up illegal cargo.
  20. Thanks for banning these accounts and removing these posts.
  21. Some blue prints should be obtainable or freely construct-able in shipyards.
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