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scherpenzeel

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Posts posted by scherpenzeel

  1. It would be fun if you could jump from server to server with your fleet/inventory. 

    The concept is this:

    So I am playing on my own server and I invite my friend Joe to join me on my server and somehow his inventory and fleets show up on my server. Then later on we go hang out on his server.

    Obviously the map assets would  not move, but if there was some kind of API for fleets/inventory to be "shared" across servers that could generate a lot of fun...

    This might be a 3.0 or 4.0 feature I am a patient man.

  2. I think we need a "Ironic" achievement for players who get ambushed three times in an hour with missions that have 5% or less chance of ambush.

    Or if that is too hard to implement then just ambushed three times for missions that have 5% or less chance of ambush. 

  3. Could we have a couple of extra tabs to separate out turrets/upgrades/misc stuff.

    It can be frustrating to have to scroll down to find that signal suppression satellite when you know Xsotan are breathing down your neck...

    Can we have separate tabs for Turrets/System Upgrades/Misc stuff Please?

    Thanks

  4. Please consider buffing drone move speed. This should not affect game balance in any way but would be useful early game. I have spent far too much time with a thumb on the space bar. And mid to late game it would make it easier to do shopping after jumping to a friendly station. I don't think it would be game breaking in any way and it would just be nice.

  5. Rather than erasing the ship's order queue when the player enters the ship to do repairs, balance the crew or do other maintenance... have the orders put on hold-status When the player exits the ship the order queue would remain on hold and player could cancel the queue as normal or reactivate it.

    This "on hold" order queue should also apply when a ship is restored at a repair dock. Nothing more frustrating than restoring a ship and then having the weakened ship bolt off to get destroyed again.

  6. Let's scale back torpedoes at lower levels but scale them back up a bit at higher levels and make up the difference with Systems...

    Let's increase the block space required for torpedo storage but then allow the cargo upgrade module to also affect torpedo storage.

    Increase the delay between torpedo shots...

    E.G. Max one torpedo shaft at Titanium  and max six torpedo shafts at Avorion

    Then have System Upgrades that allow additional torpedo shafts and increase the rate of fire/torpedo speed/number of torpedo shafts back up again.

    The idea is to have more diversity in ship designs and load-outs and allow torpedo use earlier in the game.

     

     

  7. How about we make fighters more powerful but have a lot less of them. And while we are at it up the crew/energy/hangar space requirements?
    Fewer fighters would mean less micro management and better FPS 
    Say drop it down to six squads of six. Then increase the fighter damage 3X and increase the hangar block requirements 5X   Then increase hangar block/engineer Energy requirements by  300%
    A carrier should need to be big to get the destroyer/carrier designs/tactics to be more distinct.
    It would be interesting to see fighters used earlier in the game, but with smaller hangars.

    So an  Titanium carrier could have one fighter per slot, Titanium two, etc... with an Avorion carrier up to six fighters per slot.

    Hopefully scaling back the fighters this way would make it possible for pirates, or some other new factions to start using fighter carriers.

    And to further specialize the destroyers/carriers have ship systems that buff the fighters, say more bays or more fighters per squad...

  8. I had an issue where the mining fighters on my ship would suddenly disappear <poof> after/during mining a sector. I finally figured that the issue was that there was room for 119 large fighters on the ship (who builds small fighters anyway??) and the ship had 119 fighters, but possibly 119 was not really 119... is this a floating point issue?????

    When the ship was partially full it was never an issue E.G. 36/119  or 72/119 was just fine. The purge happened when I had a full 119 of 119 fighters.

    When I rebuilt my miners to hold 122 large fighters the problem went away. Again, this issue seems to be related to room for 119 fighters, not really being true.

  9. I called in a crew transport and accidentally clicked a second time on crew transport and instead of getting it's already on the way message I got a second transport. Since then my crew transports are bugged and I can't actually use them. Even when I do the build-24-km-Docking bay thing the only thing that happens is the server goes into overdrive and crashes.

    Also, when the random mobile vendor shows up after I beat the 4 he always has a juicy inventory, but when I click on it nothing happens. If I close the dialog and then try to reconnect to the mobile vendor I get an empty inventory... and yes the Avorion Server crashes.

  10. One more note for the devs... I got the Repair Token Warning a couple of times when renaming a ship. So, I am guessing the duping is related to the ship rename process.

  11. In a similar vein I had a weird error about a ship not having a repair token, but nothing had been blown up or restored..

    While setting up my ships for the portal over the barrier I noticed I had two Anastasias. I was in one looking at the other and I was very confused until I clued in they were dups. 

    The dup does not have a reconstruction token, nor can one be purchased.

     

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