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LoSboccacc

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Posts posted by LoSboccacc

  1. does the seed change actually work? in the other mod it was actually brocken so if you just reused the code there's a chance the built turret ignore the seed

  2. nobody is forced to play at insane difficulty, but so far insane is 'mildly inconvenient' - that's the whole point really.

     

    > forcing war involvement

     

    see there's a little difficulty slider, right as the game start, maybe you missed it. nobody is advocating against your play stile and if you fancy a relaxed experience, good for you!

  3. I'm not trying to ruin co-op or PVE and I'm not just a builder. I tried rushing to xanion sectors last night in an iron shuttle on Normal and I'm simply not seeing how you get anything done. Do you jump sector to sector for after hour looking for a faction battle and hoping for salvaging and mining turrets strong enough to mine xanion to drop?

     

     

    you claim a couple asteroids, take a couple pot shot at pirates, you trade war robots.. there's plenty easy money to be made. to get there in the first place you have an easily navigated gate network. when the network isn't enough, it's pretty easy to jump from one another faction territory following the hidden energy signatures. just get some easy money at the beginning, little titanium for a generator and one of the readily available jump extending cards.

     

     

  4. This is something that we already have in the building mode. And you can even further this (still in the building mode) by saving your entire ship as a template and then rebuild that template with the upgraded material. Is that what you are looking for?

     

    you mean the block replace function or the copy paste? The block replace makes hard to get to certain elements. The copy paste might do however now that I think of it, but how does it handle armor for materials that have no armor blocks?

  5. ^ this guy gets it.

     

    a fleet cannot only field battleships. a player may strive to build and fly the largest thing, but as a faction it's a losing proposition, because battles are won by tonnage but wars are won by logistic.

     

    the only minor thing I'd add to the analysis is that battleships are more area control and denial than battleship vs battleship slugging contest, but that's irrelevant in a game where you can jump across half galaxy with ease.

  6. You all builder already have creative or easy so why complain? People that like the coop and pve aspect are currently given a tepid game with glaring holes in the mechanics, requires zero effort to beat nullifying any sense of achievement.

     

    2ewf5si.png

     

     

    The game still has the potential to cater to all types of players. Some people prefer to earn their fun. It's not a hard concept to grasp, that's why most games on earth have a difficulty slider.

     

  7. yeah or even event where if you don't act, a faction declares war on you or relations significantly worsen. can be during faction wars, can be during pirate raid, can be a quest to access their gate network, anything. just start the dialog when a player enter a sector and force his hands.

  8. the game is extremely passive at every difficulty. at any time you can build a mini iron shuttle and race to the xanium, especially using wormholes. and if you're lucky you can get the occasional faction gate that crosses the barrier.

     

    as long as you don't actively look for a fight, you're just let be without any real challenge showing up or slowing you down.

     

  9. Not sure what the Plans are, but from an Interview with Koonshi i just watched i can quote him on the topic regarding Crew (the question was asking for more depth, skilltrees and such), that the current implementation is as far as he wants to go in terms of complexity... maybe that changes during development, but thats what i can give on additional Information...

     

    Link to the Interview (german):

     

    Ok then. Avorion is an incredible game as it is, I understand the desire for not adding too much. Will get my trekker personell stories fix from cosmoteer XD

  10. the enemy already grows stronger toward the center, so there's that, no need for further scaling.

     

    difficulty could control the tech level offset for each sector and scarcity of easily available materials (read: asteroids, unguarded wrecks) on top of enemy damage, and that would make progression much slower

     

     

    but please no enemy levelling - it sucks to finally upgrade the armor to shield and suddenly everyone is just stronger, it kills all drive one might have to build a better ship.

     

     

  11. anyway one thing I don't really like about current shield implementation is that, with some rare exception, shield are just a huge pool of hp that gives no real depth to combat.

     

    having shield leak under damage would be much more interesting in general, not just because would push armoring importance but mostly because would make combat more dramatic: currently if you have a better dps/shield ratio than the enemy you just win, even if the ship are almost matched in size and firepower the one which shield fails first get slaughtered and the other barely gets a scratch

  12. I looked trough the various upcoming features, suggestion and various post, but I can't find much information, apart from the planned boarding feature.

     

    So far crews are at most passive work unit, at best a soft cap on ship size and in general not much useful beyond having enough to run the ship.

     

    Is there any plan to have them more active, as in getting wounded/killed in combat according to role/block hit or even fighting fires etc? Having an infirmary, training centers, bridges and all that star trek crap on a ship and all affecting ship stats dynamically as combat evolves would be awesome.

     

     

  13. weapon attached to the hull transmit vibration to your hull so you'd definitely hear your own weaponry shoot, in the same way you hear incoming enemy projectiles that impact on the hull, and as long as the hull is pressurized those vibrations will reach your ears. if the hull isn't then you'd still feel the vibrations trough feets etc, in the same way you feel bass trembling at concerts.

  14. I've done it myself if you or anyone else wants to integrate the change is there:

     

    http://pastebin.com/nZ0E91M9

     

    what it does:

    - if the factory wasn't stocked when you hit the sector, you still get some inefficient production, 1/4th of the nominal rate

    - if the factory cargo is full, you get some money out of the excess being inefficiently sold, 1/5th of the nominal good price

     

    so working actively is quite more efficient but passive parking in sector is not the only way to get money out of factories.

     

    the idea is to simulate npc traders as they work currently. lower margin, lower earning, but adequate, so ppl don't stay parked overnight tying up server resources ;)

  15. seems to be possible to have a single 'automate both' command - when you check available fighters and select a target in findAvailableFighter

     

     

    launchedFighter.stoneEfficiency should tell if it's a salvager or a miner so it can target a wreck or an asteroid accordingly

  16. I want to make an easier start to a more difficult server, I'd like to give starting players 100k credit, 10k iron and 1k titanium

     

     

    I think I can work around the mail system to attach and send the stuff, but I can't find where/how to register the script so it runs at player first creation

     

    any pointer? I found in the doc the galaxy has a 'onPlayerCreation' callback, but I still need some way to have that method called and a script attached properly

     

    nevermind found it, in the end it's yet another piece of code going in server.lua

     

    function onPlayerCreated(index)
        -- default stuff do no touch
        local player = Player(index)
        Server():broadcastChatMessage("Server", 0, "Player %s created!"%_t, player.name)
    
        -- welcome mail
        local mail = Mail()
        mail.money = 100000
        mail.sender = "The Tutorial Hating Co"
        mail.header = "Greetings"
        mail:setResources(10000, 1000, 0, 0, 0, 0, 0)
        mail.text = "Here's a starting package to boostrap your exploration. This is a dangerous galaxy, don't go alone! "
        player:addMail(mail)
    
    end
    
    

  17. I like he concept and appreciate how every enemy has different mechanics to keep up the challenge but the current end game is just too laggy.

     

    Needs fewer, better ships or enemy that runs with reduced ai or even a fixed hardcoded  path so that the lag remains at a manageable level

     

    Also it takes far far too long to kill it. Very few have the privilege of that much uninterrupted game time.

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