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BenWinston

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Posts posted by BenWinston

  1. I'm playing the latest and greatest Beta Experimental, and the Carrier Command is working perfectly, no issues (unless self-induced) at all.

     

    personally, I just wish Laserzwei could join the dev team!

  2. If any of you have a reliable method of at least provoking the hang, that would be incredibly helpful!

     

    For me, it's only the second time it's happened, both  times I had been playing for extended periods, with a lot of long periods on Pause. Honestly, I wasn't even going to report it, since it was most likely something I induced.

  3.  

    Fighters always enter the Flak range during their approach. They also stay in that range for the most time, because there's no algorithm for them to fall back to their maximum range. Ten clicks is a bit of an overkill either way.

     

    Really? Kinda weird, but I've only seen my fighters that close. Maybe I'm just missing it. I'll keep watching and looking. Sorry 'bout that, and thanks for the correction!

  4. That button you're talking about is a 'buy back' button in case you sell something you wanted to keep.  You buy it back from the station. What we need is the ability to sell fighters and torps to the station as well. it's a small thing really, in the grand scheme of things, but it would be handy to have.

  5. FLAK or Anti-Fighter Turrets are a great idea, and cool as hell to see firing, but really, they're about worthless. Fighters, even the shortest ranged ones, can engage targets from at least four or five klicks away. These turrets only have a about a half klick range.

     

    To make them useful, perhaps you can extend the range out to say ten klicks, but only let them fire on fighters only.

     

    I agree that FLAK cannons are and should be a short ranged weapon, however, we are talking about space here; no fighter in it's right mind will ever get close enough to it's target for the FLAK system to be a threat.

     

    Just my opinion, for what it's worth.

  6. Okay, I know I'm an idiot, but more than once now I've accidentally bought the wrong torps. Could a 'sell-back' function be added in the equipment dock?

     

    Also, how about the ability to sell out-modded or old fighters? It's be nice to get something back for those old fighters when you upgrade. Perhaps a fraction of the build cost? (sell at either Equipmenrt dock or fighter factory, same places we can sell 'equipment')

  7. Hi koonschi,

     

    This issue has been fixed with the latest patch, ...

    are you talking about 0.20.0, or did you release any hotfixes since the release of 0.20.0?

     

    I've got to admit: I stopped playing after 0.20.0 was released to the beta-branch, because it introduced many bugs.

     

    As of this morning, current beta branch version is 0.20.1 - they just put out a patch that fixed some of the identified bugs.  Mostly AI fixes, but as Koonschi has said...'This issue has been fixed..." so I would take that to mean they stepped on this particular bug in this patch.

  8. I'll have you know that I'm always seeking out Iron near the core for inertial dampeners.

     

    More seriously - if Avorion later develops into something more along the lines of X3 or EVE, there's still going to be an economy for lesser ores in manufacturing ships and modules for less experienced players, or for building cheap replacement ships for things like solo PVP. 

     

    But I don't think as a single-player game there's any point to giving lesser ores a purpose late-game, especially since they become rarer the closer to the Core you get.  It just makes the process of improving and adding to your ship more tedious than it already is. 

     

    Actually, the idea about turning them into a commodity late game was precisely because of the rarity closer to the core. Supply and demand; iron and Titanium gain value once again in the core.

     

    However, keep in mind, this is only a suggestion, and not everyone plays the game simply to get to the core. There's pirate hunting, and all the commerce options. Add the ability to build and sell fighters and shuttles, or even bigger ships and *poof* a whole new facet to the game is available. really, with only a little work, this game could be... well, infinite, really - think about it.  A player founded corporate conglomerate could easily become the size and strength of an NPC faction.

  9. Hi there, love this game and playing it a lot with friends. I really enjoy it but theres one thing thats bugging me and thats the how useless the first ores get after some progression. At some point in the game you just leave it behind you and never use it again. So heres my idea how to give it place in the later game: Lets create Alloys that need Iron, Titan, etc. for their creation. Maybe to create special Armor or Weapons, some type of high level goods, what ever you can think of. 

     

    Just something to make the early Ores worth mining again.

    Good idea, that.

     

    Or perhaps a smelter facility can be added to the build-able factories list that uses iron ore and produces Iron ingots that can be sold as a commodity? (obviously other metals as well but can only run one type of metal at a time.) Thus turning the excess unused metals into a sell-able good like gold and diamonds.  Factories and other manufacturing stuff can buy them since most everything takes metal, right?

  10. There is another way to tell the difference between green and yellow dot sectors. when you hover over a green dot sector it says something like "Unknown Energy Signatures" if you hover over a yellow dot sector, it says something like "Hidden Energy Signatures."

     

    I can't remember the exact wording right off the top of my head, but the Yellow ones have the word "Hidden" and the Green uses "Unknown"

     

    Maybe that'll help you?

  11. Actually, this whole part of the thread that I started was because I had a major brain cramp. For some reason, I was thinking the defend/dock command was for what to do in the event of combat, when it was really for when they ran out of things to do.

     

    One can never assume the level one's own idiocy; sometimes you just have to boldly and proudly show it to the world.

  12. "Dock all Fighters", docks all fighters at once - surprise! ;D - and deactivates all commands.

    You can click an active Button (e.g. Mine Command[D]) and it will return only the fighters assigned to mine back to base.

     

    I understand that it was only a suggestion to bypass the whole dock then relaunch thing. If the Miners and salvagers ignore combat, they will keep on keepin' on while the fighters do the fighting. Like I said just a suggestion. - Surprise!

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