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MajorBravo

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  1. I think the Automation piece and the leg work can both be achieved. You need to set the scale of the automation in terms of where / when it is implemented. For instance lets say you are moving your fleet of 50 ships. This would be tough to fuel/feed/restock ammo for all of them constantly. But if you had constellation segments that control the automation of your ships in there area you will still have to feed/fuel/restock the distribution mechanism that delegates it out to those ships in it's space. Currently the Nav Map has a set of 10x10 area's maybe make each area a "constellation" or have 4 constellations per 10x10 area on the map and deploy a system like what is mentioned above? That would make for some really interesting theaters of combat much less be a more "typical" war scenario now that you have to maintain a supply chain. edit: Going with a system such as this would make a different tactic to use when going up against an "ultimate enemy" scenario. Definitely would allow you to weaken the enemy if the computer was to operate by the same rules and give "cargo ships" as the mechanism in refueling the NPC distribution hubs. Gorilla Warfare at it's finest, even in space!
  2. Currently me and about 4-5 other friends of our gaming community have been playing Avorion. We all love the way you are taking the game with the building system. I had a couple of idea's to help with the feel and complexity of the game. Give faction's (a.k.a. Fractions for Akagetsu) alliances so attacking a faction could have repercussions. Allow support from npc alliance members to enter the system based on the amount of attackers (player and player made ships). Since you upset the alliance of the faction already it wouldn't be unexpected. Navigation Map coloring based on alliance affiliation. (maybe use a pastel color or toggle?) You would still need to fly to a sector to tell who owns it but it would give more life to the Nav Map and you could also introduce other mechanics in the future with intell / missions for this kind of information too. Icons for the Nav Map to show what is in a sector after exploring. You could just use letters in the beginning. A for asteroid, S for Station(s), etc. Upgrade points or Research points for guns that are lesser? A way to utilize the old technology in destroying iron guns you have in your inventory since you are using trinium guns as standard now. Allow the points to be used to upgrade the attributes of a wpn? Random hostile ships (a.k.a Pirates?) I know this is mentioned in your wiki I just didn't know if this is what you thought as well. I think with the early stage of he game you have done a great job. I have a lot of other ideas but things to implement quicklyish** and objectives down the road are two different breeds. Let me know what you think! Keep up to good work.
  3. Currently the only way to repair a ship is to add more things to it. If you take damage to a piece of the ship you are tasked with having to find that damaged piece and remove it. (This is right click the piece and use Delete button which isn't very obvious in how to select blocks, not mentioned?) It would be really nice to repair the blocks on your ship that have sustained damage so you do not have to hunt for them to remove/re-add them. Also another post in the Suggestions mentioned saved ship types. This could be a solution if you only had to pay the cost of replacing all items that were missing from the ship saved minus the cost of what is there/refund rate on deleting all the blocks that do not line up with the ships saved schema? This would be a nice edition to have either the saved type working above or just able to repair damaged plates. Perhaps give some statistics(hp/durability/hardness factor?) linked to the selected block.
  4. This is a bug I am sure but would be nice if it was/is/could be a feature. When engaging your mining lasers or turrets to fire if you press M to bring up the star map the turrets/lasers remain locked in firing mode. This is nice when you have those 10k asteroids that you don't want to keep the mouse button pressed down on. Also helps a lot when you are trying to take a Station down. This action is achievable by those with scripting mouses or keyboards but for those of us that don't shell out the money for the cool toys this is a nice thing to have. Hate to report it but it is something I am sure that isn't intended?
  5. Sorry for the late reply, I wish the forum had an email alert system hah. (found the Notify button at the bottom right... Doh!) Here is the issue: An Exception occured: could not load script 'data/scripts/craftorders.lua': cannot open data/scripts/craftorders.lua: No such file or directory still want that log file, let me know
  6. I have enabled port forwarding on my router at 24000 for TCP on my computer hosting the server. I launch the cmd prompt and run the above command and it executes. I go into the game and choose the multi-player setting and launch it. It loads for a split second and I can see myself enter the world on the bottom left then I get Connection Closed prompt and forced to exit. The cmd prompt has "server: connection 0 closed by remote" Did I miss something? Or are you not able to play on the computer that is hosting the server as well?
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