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Eruner

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Posts posted by Eruner

  1. Is that "Limited inventory of players and alliances to 1000 slots" true?

     

    because I have thousands of turrets and hundreds of system upgrades.

    And the game needs these improvements to help us with cleaning up our inventory:

    - same turrets made from factory are not stackable, for example cannons, not all weapon types though

    - ability to sort turrets by "DPS per Slot", very handful for Researching and Dismantling

    - less drops from enemies and from salvaging

    - system upgrades to be stackable, even quest ones

  2. It is definitely not a root block.

    The middle stick with red cross was previously a bunch of frameworks that I have deleted before I have added that armor stick + cross. So the root block must be either in top or bottom part of ship.

    (in order to safely delete the middle, I made framework arms on sides that connected top + bottom. Arms were deleted later)

     

    DFB9CFC5A668F1B14CA91D27447AF6532B7A87CA

     

  3. I'd be afraid of those center pieces being exploited to cut the ship in half....

     

    I have been testing collisions with Paladin X-6 and that center always survived. Somehow the game do not allow breaking a ship in half.

    Try to fly it, try to break it, let us know more about your 'camera' and 'ship in half' results.

  4. Try flying Paladin X-3 or Paladin X-6 and let us know if the design idea solves the camera problems.

     

    Paladin X-3

     

     

     

    Paladin X-6

     

     

     

    The idea is to have almost nothing in center of screen, and having everything else far from center.

    Plus, if you make shorter ship, you will be able to zoom in better.

     

    By default, your camera alignment is positioned in center-top of your ship.

  5. *it does not block railguns

    and you cant place avo/ogo/xanion turrets on trinium armor

     

    but yeah, very good ideas, or highlights of useless things.

    A short list of not used things in Avorion:

    Battery blocks, Battery modules, flat number Cargo upgrades, Scanner range upgrade, Ancient key, AI upgrade (because 120+ fighters in sector can cause lags/crashes), Lasers, Bolters, Plasma, Anti-Fighter, Pulse, Habitat, Biotope...

  6. after reading new comments I thing that Workshop ships are better and more convenient way to drive a beautiful ship you didnt designed, when you want, which you want. I see that majority of blueprint drops would be either meh, or not what player actually wants to fly.

     

    "The problem with player-built ships is that they are ... oriented to the tastes of THAT player"

    "The problem with non-player-build ships is that they are .... not oriented to anybody's taste"

     

    I don't want to discourage you from creative thinking and making new ideas, just this one solved by workshop + ship generator rework things

    :)

  7. Not sure if reported by others, but Armor does not stop Railgun Penetration.

     

    I have tested both in Current version and Beta Branch, and in both cases, railguns damage is multiplied by number of blocks in line of fire, up to penetration number, regardless of Armor being the first block in line of fire.

    In gameplay, railgun will do full damage regarding of your ship covered in armor layer.

     

     

    Second, different test, I was trying to kill more Frameworks with one railgun shot, but each time only one block was destroyed. Do Frameworks have HP? What the hack is Penetration then, if it cannot kill more blocks at once?

  8. I love to read such patchnotes, as I like to trade with all factions and be friends with them. And finally I wont have to sell asteroids to factions that hated even before I've met them. Yes!

     

    I wonder if player will be able to stop a war between his two friendly factions, at some day. Or maybe ignite a conflict between them? Hmmm

     

    Also noticed a nerf of railgun, which I consider as a good step, and Im curious how many memes will rise due that.

  9. well, then you need to experiment to understand game mechanics, and put a lot of effort to ship designing, so you will be able to make cool and functional ships. After that, it's up to you what story you will want to tell others via streaming.

    In this peaceful sandbox game with unlimited freedom it is more about having fun and building anything what you want. If you still aim to be a "pro", for example a pro ship builder, then we will gladly see your creations on Steam Workshop.

    GL HF

  10. Wow, thats a good base for a potentially useful tool.

     

    I always had troubles to calculate exact numbers, so I've ended up by multiplying everything by 1000. In this regards, one improvement would be to be able to write number of turrets directly, maybe between (-) and (+), so I don't have to press (+) thousand of times :D

     

    Hmm, thinking about it, I always wondered if I will have enough cargo for all these materials. Searching up the cargo size for each material and considering this in calculation, hmm, that was the hardest part and I wanted to have a such tool to help me out.

     

    And I've noticed 2 things: one is Target Systems, which I sometimes add and are not in your fiddle, and second this is the credit cost of a turret (which could be an another number input for your math tool).

  11.  

    XSTN-K II. +8 armed or unarmed turret slots.

    - this one can be exploited with ships that want to maximize both fighting&salvaging, or fighting&mining, by having more turrets than ship can use. You can have a ship with armed turrets occupying 9 armed slots with unarmed turrets occupying 9 unarmed slots, while having only this single module. You need to be aware that you will have only one group active at a time

     

    XSTN-K III. +10 armed turret slots.

    - a must have for any combat ship,

     

    XSTN-K IV. +10 unarmed turret slots.

    - a must have for any salvage/mining ship

     

    XSTN-K V. (a lot of bonuses)

    - only for Cargo ships. Underrated, but highly recommended for (non-combat) cargo ships, as this is the only combat module that provides utility (%cargo, speed, energy...), or as the only utility module that provides enough armed slots for self-defense.

     

    XSTN-K VI. Zero pilots, gunners, and miners.

    - for small AI carriers that utilize 120 fighters for mining/salvaging. You pay less money for crew, but you sacrifice one system slot for it. Since money are not a problem, crew should not be a problem, so I don't recommend using this module.

     

    XSTN-K VII. Generated Energy +200% and Recharge Rate +125%

    - for lightning spammers or highly calculated/optimized builds that want to sacrifice a system slot to use less Energy generator blocks, and thus having a lighter/faster craft. Recommended for highly optimized (big) cargo ships

     

    XSTN-K VIII. +10 jump, -90% cooldown, -80% recharge energy.

    - a must have for many ships, most useful on cargo and combat ships controlled by player.

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