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DivineEvil

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Everything posted by DivineEvil

  1. First, it might be fun, but that on its own would not justify the addition and corresponding coding necessary for it to work. In the vacuum, there's no feasible reason to have landing pads or runways to begin with even for fighters, as any spacecraft can be suspended by a simple harness frame or a single hatch gripper. Second, which also responds to your latter points, Avorion has a much, much greater scale foundation to consider having landable ships. One dimensional unit of the building tools corresponds to 10 meters. That means, that a base 2x2x2 block, which is a origin of a new ship is 20 meters in every dimension, or almost a small 6-story building. Considering that, any sort of furniture is pretty much out of the question.
  2. As it seems for me now, there's only one defined logical solution to the current inconsistency of economy and resources, and that is to separate ship/station construction and armament from the faction economies. - Materials has to be used to build ships, stations, turrets, fighters, torpedoes and system modules. - Turrets, fighters, torpedoes and systems should each have their own corresponding factories in faction territories. - Only fighters and torpedoes can be produced on the ship (consumables), while Turrets and Upgrades are only manufactured on specific stations. - Turret factories can only make random Common-tier turrets on their own, but can generate blueprints from found or researched turrets of any quality (original turret is destroyed) and use them to reproduce the design for a corresponding amount of materials and credits. Faction turret factories produce turrets with an additional fee, while player factory uses nominal value. - Torpedo factories sell both individual torpedoes and torpedo blueprints, that players can use to reproduce them. Conventional blueprint production is superfluous for these. Materials necessary for torpedo production depends on its Rarity tier. - Module factories produce upgrade modules, where the type variety and rarity depends on the factory own' tech level. Players can invest credits into improving factories both for friendly factions and their own, and each consecutive upgrade allows for an additional module variety and an additional rarity level to be chosen, starting down from Common to Exotics. Type added can be non-repeating random or linked to the relative value of the module. - Trading Commodities are used only for production chains, that lead from the basic raw materials all the way to the final-user faction installations. These are separated into Military, Industrial, Technological and Civilian branches. Delivering all the necessary commodities to the end-use facility of the faction allows it to consume the goods and improve faction's internal development score, which positively influences the faction/player interactions. - Improved Military score allows for the respawning of sector defender forces and increases the size and combat power of those ships. - Improved Industrial score increases the rate of production of all faction's mines and factories in active sectors. - Improved Technological score will increase the tech-level of turrets and fighters, that the faction sells and grants additional tech-levels to turrets that players research at their labs, improving their stats. - Improved Civilian score increases the credit rewards from the faction for defending their sectors, completing their missions and protecting their trade convoys. - Economy scores degrade slowly to the base values if not tackled for substantial period of time, that is set in the server config. - Such system would clean up the economy from a vast amount of excessive goods and production facilities and at the same time would open the room for more comprehensive goods and chains with definite purposes. Commodities delivered to the end-user facilities will be consumed out of the system, which would allow a continuous interest in trading (including low-end components), rather than opportunistic, one-time exploit of a found trade route, which is rendered unusable afterwards. There would be no hundreds of factories standing idle just because their products are only used for particular turret types. Apart from that, as I've already stated in the referenced thread, there's over two dozen commodities, that are simply redundant for one reason or another, and play no significant role aside from overpopulating the trading and complicating the production chains, some of which doesn't even go anywhere.
  3. In order to do it, you'd need to build a ship on any friendly Shipyard with the "Station Founder" flag enabled. Whether you'd choose to make a single block ship or one of a procedurally generated design is irrelevant. Doing that will create a ship, that you can lead to the desired location and then interact with it to "Found Station". When used, a similar dialog to mine selection will appear, that will allow you to choose the type of a station to build, including non-factory ones like Shipyards and Turret Factories. Note: many of these stations are founded with the automatic attachments added to the boundary blocks of the founder ship, like the shipyard's frames or solar arrays of Solar Power Plants. If you want to keep those, pre-build your founder ship to complement those beforehand - most attachemnt will be placed on either sides of the ship, and shipyard frames will be placed on front and back of the founder ship. Otherwise you can remove these, as they're not actually necessary for station's function.
  4. ... But then its still a pain to search the color in the palette, since colors offset randomly when new color are picked up. Even without the function for tagging favorite colors, it at least would be fine if the colors already used in the build are highlighted in the palette.
  5. I've suggested this kind of thing a pretty long time ago, but more in line with a present free look being a Toggle function, so you can tap the key to switch between 1.)using mouse to look and fire around your ship and 2.)steering your ship in the direction you are/were looking. Regarding your issue, you can use F2 to switch into keyboard steering mode and back.
  6. I so much used to just copy-delete-pasting blocks, that I no longer feel the translation is necessary. I would much more appreciate some way to change/rotate block's facing without changing the current dimensions. Its a pain to rotate armor and directional systems and then meticulously rescaling all sides to match the original intended size ALL THE TIME.
  7. Well, I've already explored all of these concerns here. There's much that doesn't make sense with current roster of goods and stations. I've also come to think, that attachment of goods to the production of turrets of all things makes no sense.
  8. What I mean is, there's no reason to place thrusters near the center of mass, or on any of the ship's axis for that matter, ever. You will get full extent of sideways/reverse/braking velocities no matter where the thrusters are, but you will always get better turning rates when placing thrusters on the tips and ends of your ship. If you have a particular dimension where you have a problem putting thrusters to great effect, you can use a Gyro, that can be placed anywhere. The ship I've posted has four maneuvering groups of the same total volume: Thrusters facing forward for braking and reverse, thrusters facing sideways for turning, thrusters facing up/down for pitch and a Gyro Array in the middle of the ship, that covers the Roll. I could've used thrusters for roll by placing them on the "wings", past the engine blocks, but it would break the geometry, expand the forward profile, give superfluous up/down strafing and still would not be as powerful as the Gyro. In fact, in perfect scenario I could've reduced the Gyro by half and add some additional thrusters on the ship's tail to improve Pitch. Note that the entire functional purpose of that tail is a lever, that turns the ship around the center of mass, which is in the middle of the main body. My point is, you can replace those grid thrusters with a single Gyro, and you'd probably get ~5 times the Roll speed. That, or you could break it into half the Gyro and another half as the thrusters placed on the engine sections, which would provide more balanced stats. It's not very important for ships with candle-like geometry. If your ship is broader, then it is necessary to avoid unwanted collisions and also to align yourself to point more weapons towards the target. Thankfully, broader ships will also have easier time getting that Roll with thrusters. Black surfaces also absorb heat better, so its kind of counter-productive ;) Given the distances in space, visual detection would be irrelevant, as it would be much easier to find ships via infra-red emission (heat signature). Because its a measure of top angular velocity, not of its acceleration rate.
  9. - Order them to Escort you, wait until they gather around you, or chain-order them so that they follow one-another. Make sure all of their jump drives has necessary reach and they're idle, then jump. They might not jump if they're too far away from your ship. - Large asteroids can be claimed and used to establish a Mine. Mines automatically produce the majority of raw materials used on other factories as long as the sector is still running, provided it has crew, power, assembly blocks and cargo to store the output. Generally the price of establishing depends on the price of a produced commodity. - Functionality of Trade Modules expand depending on rarity. Basic modules only show the prices across the sector. Intermediates show trading routes across several sectors visited last. Top modules allow sorting sector info tabs. Take note, that dragging a Trade Module into upgrade slot will not activate it - you need to right-click the module to install it as immediately active. You can remove a module the same way to make a free slot. Same is true for Object Detectors. - AI controlled ships max speed depends on the breaking time. If a ship cannot break a speed in ~5 seconds, then it will not go faster than that.
  10. Its more efficient to use Gyros if you care about turning in one direction and keep all thruster to their respective dimensional limits. You can test how the efficiency of a thruster rises as it goes further and further away from the center of mass. So even for Roll, you can dedicate thrusters on either "wings" of your ship, and they will also provide up/down vectors. And if you have no much wings to talk about, then use Gyros instead, and get up/down vectors from your pitch thrusters on the front of back of the chassis. I'm currently building a Cruiser version (11 slots) of the similar design pattern. I use Google Spreadsheets to pre-plan the usage of volume. This is why the ship I shown has precisely 8mil m^3 of volume.
  11. I see breaking thrusters up as superfluous. As long as they're placed away from the center of mass, they give decent maneuverability. I prefer using whole chunks for the maximum per-block durability. By the way, Thrusters do need to be placed in vast amounts, i.e. roughly 4 times over the volume of Engines, to achieve good performance, and many players end up adding more when the design is essentially complete, because they do not realize that. You're getting there. You just need to pre-design the ship (i.e. have a rough idea of how you want it to look like), distribute systems accordingly and delegate more time for the visuals. Most beautiful designs are made that way, or they use an existing design from other franchises. Personally I think vast majority of them are way overblown in the amount of individual blocks.
  12. The main advantage for the Gyro Arrays, is that their efficiency is completely independent from their placement, so they can be placed into ship's center of mass and still perform perfectly, compared to Thrusters, which would only provide braking, strafing and reverse in the same position. Directional and Omni Thrusters on the other hand the only blocks providing strafing and reverse, also regardless of their placement, so the positioning only affects the rotation. Thus, I use Directional Thrusters to provide general maneuverability and only use one or two Gyros to address the rotations (usually Roll), where the Thrusters are not covering for.
  13. Again, multiple barrels are aesthetic, period. There's absolutely no correlation of the number of barrels on any given weapon or utility tool with any of its properties. It just defines if there's multiple sources for shots/particles coming out. It is also possible, that the game considered the damage too large for also printing the damage multiplier after it. What data is displayed on the weapon card depends significantly from the original source of the value, which is why sometimes you might get burst-fire weapons without the Burst Fire modifier or weapons of lower Tech level and 'Range +%' tooltip, while the same weapon of higher Tech Level have greater Range, but without the tooltip.
  14. Well, my point still stands in the same manner: You want smaller versions for heavier weapons, so that you can put more of them on a small ship or otherwise. As far as I'm concerned, there's simply no point in having that capability. This conflict of opinion brackets into several potential threads: 1.)You probably do NOT want for these weapons to be of comparable power rating to larger versions, which would break the balance. 2.)You might, albeit unlikely, want to have these weapons with proportionally lower DPS, but with otherwise similar fuctions, for example Range, which also would break the balance, because range is an important tactical value, which defines the effective quality of a weapon type. Same is certainly true for the splash-damage of Cannons and Missile Launchers or block-penetration of Railguns. Maintaining these properties would not necessarily break the balance of these smaller weapons against their large counterparts, but it WOULD break their balance against other 1-slot weapons immensely. 3.)You might want to have these weapons with ALL properties scaled down or removed relative to their smaller size, but then there's no point in having these weapons to begin with, as there's already weapons, that does not mandate the size increase, at least for the majority of the game, like Lasers, Teslas, Plasma and AF/PD turrets. In that case its just a redundant fiddling with logically-consistent, recently improved mechanics which will only cause retarded cases of Research Labs produce smaller weapons out of large ones and in reverse, for the sake of cosmetics. You have clearly stated what you want, but you've failed to make the case for the benefits. Like I've said before, you already can use small ships with multi-slot turrets, you can use Mainframe blocks to increase the number of System modules and you can use Hyperspace Cores to remove the necessity for a Warp Drive upgrades. With all that being the case, I have absolutely no clue what is your problem.
  15. Pulse cannons work pretty well against shielded NPCs and should work well against player ships built from Naonite and Xanion, which doesn't have associated armor blocks and rely on shields for defenses. It's hard to tell whether their lower DPS is in balance atm, however I won't go against the increase in DPS - at the moment it feels that current damage output would only be justified if Pulse Cannons would ignore shields completely, not mentioning the fact, that Pulse Cannons do not synergize with any other weapons available. My only strong complaint about them, is that I think they should take up a middle spot between Bolters and Cannons in terms of firing rate (2.0-4.0sps), as there's a substantial gap between the two. That would produce greater per-shot damage with roughly equivalent DPS and will make each shot bypassing shields count. Also, they should look something like this:
  16. As far as I played, number of barrels never had any practical effect. Considering the two provided examples, its most possible, that the second turret fires in bursts of three shots, which results in displayed DPS. This is why its overheat values seem so outlandish, because they count Continuous Shots and Time Until Overheated for single shots and not barrages. This is also why the weapon with RoF this small overheats at all. Multishot damage multiplier doesn't seem to be displayed reliably on all weapons, as I constantly coming up with random drops that should show it, but don't. Atm I have a Plasma cannon with very high displayed DPS and no damage multiplier or Burst Fire property, yet it has a shotgun firing mechanic.
  17. It's a pleasure to meet you, good sir. I will travel anywhere to meet your request. ;)
  18. Данная идея была предложена давным давно, но она противоречит текущей природе движка, которая построена на иерархии блоков с фиксированными позициями относительно друг-друга. Даже если такая механика будет рассмотрена, она потребует кардинальные изменения движка игры, и рассчитывать на таковые в ближайшем будущем не имеет смысла, не говоря уж о том, что такие изменения потребуют солидного обоснования помимо уже стандарного "было бы круто". С моей точки зрения, вероятность данного новвоведения довольно близка к нулю. This idea has been suggested a long time ago, but it conflicts with the current nature of the game engine, which is constructed on a hierarchy of blocks with fixed relative positions. Even if such concept might be considered, it would require foundational changes to the core of the engine, and expecting it in the near future is futile, not even mentioning that such changes would require a rock-solid grounding far beyond traditional "rule-of-cool". From my point of view, probability of this feature being introduced at all is nearly zero.
  19. Mouse sensitivity really has nothing to do with it, as it is just a step weight relative to the total roster of available crew is what determines what's the minimum you can get. On a side note, I don't think that regular game settings or any of the available server produce such an issue, as the maximum crew roster for any profession goes close to a 1000, which is when the issue occurs. Even when I myself have modded my game to give me up to 500 crewmen, I still could choose to hire 1 guy. I'm unsure of what could've caused for so many crewmen to be available at the station in the first place, and I also don't see a problem with hiring a couple extra crewmen, thus I don't see a justification for a proposed change to be made, since the issue that change would cover is so miserably insignificant, that it doesn't really worth any effort.
  20. - Predefined modules are needed for uncreative people alone, who cannot work with shapes to model them on their own. - Cockpits are moronic staple in video games and useless in a setting, where even a marginally effective spaceship is weighted in kilotons. Spaceships in general do NOT need cockpits, because they provide nothing but a weak spot for hostiles to shoot into, and everything they grant is given by generic sensor arrays. - Langing gear is useless, because Avorion spaceships do not and have no need to land on anything. - There are Missile Launcher turrets and Torpedo Launcher blocks. Former look perfectly fine, and latter you can decorate as you wish as long as it does not impede its functions. - If you cannot make a nose cone or a curved plane in Avorion ship building interface, then I really have nothing else to say. - Your ships will look as good as you will make them look, nothing more, nothing less. Check the top Steam's Workshop Entries on ships and then see if you'd dare to criticize the game. This is not Space Engineers or Empyrion or any other block-stacking game.
  21. Well, again, I simply do not see the point for such modifications to begin with. There's big guns like Cannons and Railguns and Missile Launchers, which you should use on large ships, and there's small guns like Plasma, Tesla and Lasers, which are better for smaller ships, which is reflected by their slot size. You can have a mixed fleet of Plasma/Tesla-equipped corvettes, that engage enemies forthrightly and benefit from their small size in closer-range combat, Cannon/Railgun-equipped Cruisers bombarding enemies from a distance and a Torpedo/Fighter Battleship providing support out of harm's way. Introducing size changes one way or another simply removes newly developed variety in weaponry and diminishes specialization. And here we are again, with absolutely everyone and everything being equipped with Railguns.
  22. - Such a small 3-slot ship is at best a disposable cannon fodder or anti-fighter, anti-missile screen. It is simply not feasible for use by a player. Even when starting at the Iron galaxy region, it is almost impossible to outfit it in such a way for the "VERY weak ship" warning to disappear. - Turret upgrades give up to 6 slots each depending on rarity, plus each ship is granted two slots for free (1 armed, 1 unarmed and 1 arbitrary), thus the maximum loadout for a small 3-slot ship is 20 slots. This is enough for 6 heavy turrets and two Point Defense turrets, which is pretty much two times over what such a ship can even handle in power demand and potential recoil. - Small ships also can easily take benefit from Computation Mainframes to gain more module slots and Hyperspace Cores to acquire practical fleet jumping ranges, which easily ramp up benefits when used in low-mass and small-volume builds, but come at the great expense with an uncertain benefit when used in massive capital ships. - While you see a necessity in smaller weapon turrets, you should also realize, that increase in slots also produce proportional growth in power. That means, that you'll have to expect these micro-versions of turrets to be severely weaker, compared to their full-scale counterparts, otherwise these will overpowered. However in that case the difference is only aesthetic, i.e. you place several weaker turrets instead of a single turret of an equivalent firepower. Like I've already said, if aesthetics are paramount, then use lower-tier Naonite and Titanium turrets. At least there's no harm in losing these, when a single salvo from a cannon-equipped NPC will deflate you mini-gunship instantly. - Your refusal is your own problem. Ability to maneuver trough an asteroid field depends more on your own perception of 3D-space and on the proper layout of your ship, than on its sheer size. A well-balanced ship has to dedicate roughly 15-20% of its volume to maneuvering elements (gyros and thrusters) - 3 to 4 times the volume of its mainsail Engines. You can maneuver your ship with less dedication to proper equipment, but then its just takes more time. Only a ship of 10 module slots or greater realistically might begin to have issues in navigating the asteroid field. A ship of 8 modules or so still can pass right trough one in a straight line as long as it is pointed into a gap with clearly visible background space. On the other hand, chasing down a pirate in a 3-slot ship is plain suicide.
  23. These were never generated. Goods can only be introduced as a result of destruction of Cargo blocks holding them outside of player's own actions. I've played Avorion for over a year and never seen a sector with just a bunch of goods floating around.
  24. It doesn't really, unless the ship doesn't have a physical space to place the turret. Then I don't see a reason behind the thread. There's no effective ship size, that would have a problem with being equipped by multi-slot turrets. They're also proportionally more powerful than 1-slot ones, and seem to require relatively less operators. If the author simply wants them for aesthetic purposes, then one can easily use 1-slot turrets from lower materials... Not that I'm trying to defend the current model, since I believe that Turret Factories should only be used to produce Common-grade Turrets or generate blueprints from the Turrets found or fused, and those can be used to replicate turrets with player's own production efforts the same way fighters are.
  25. Torpedo Launchers do not work that way. They do not fire torpedoes upfront, but instead catapult them out of the ship to the side, and then torpedo starts-up toward the direction of the arrow displayed. This is what the displayed trajectory stands for.
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