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Frolonov2

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Posts posted by Frolonov2

  1. The tractor beam from onboard dock module need some rework. The beam from NPC stations could cancel all sideway velocity and excessive inward velocity of player's ship, but the onboard beam just pulling batteries/containers without canceling the unnecessary velocity and having trouble choosing a dock from multiple docks on the same size, making docking process difficult as the object would go anywhere but not attached to the ship.

  2. The auto undock feature is super annoying as batteries/activators would drop automatically and get thrown far away when the ship fly pass the designated objects, let alone how frequently the tractor beam from the dock pull the object to the side/bottom of the ship rather than direct docking...

  3. I tried playing a few rift missions with modded upgrades and object detector. It seems like the detector doesn't locate the survivor's asteroid/research vessel wreck, while the radiating asteroid would create false signal(seems like this kind of asteroids are only disturbance rather than having any value). It's likely that the mission would become very difficult without on board object detectors, as the play through is already time consuming enough flying directly towards monolith trying to find mission objects. There's certainly a need to mark different objects with different color/icon when the detector is working, or even a filtering/direct lock on function to help locating whatever the player is trying to find.

  4. On 9/28/2021 at 7:53 AM, thoraya said:

    if the point is not to take something away from a faction, but to have a self controlled sector with many mines i suggest a workaround:

    - build the mines that you want to have in your target sector spread over nearby sectors
    - set the mines to transport mode
    - dock the mines with a ship
    - jump them into the target sector
    - (optional) move the mines to positions you like
    - undock the mines
    - set mines back to station mode

    Voila, you got a sector with the number of mines you wanted.

    You will need a big ship for this, so this is no good option for the start of the game.

    I think you will have to do the dock-jump-undock procedure mine by mine. With a very big ship with very strong engines it may be possible to move more mines in one step.

    Actually you could enter build mode and turn the mine into a tiny trinium block by loading ship design, so you don't have to carry it on a huge and powerful ship.

  5. check \steam\steamapps\common\Avorion\Documentation\index.html

    enum StatsBonuses

    RadarReach
    HiddenSectorRadarReach
    ScannerReach
    ScannerMaterialReach
    HyperspaceReach
    HyperspaceCooldown
    HyperspaceChargeEnergy
    ShieldDurability
    ShieldRecharge
    ShieldTimeUntilRechargeAfterHit
    ShieldTimeUntilRechargeAfterDepletion
    ShieldImpenetrable
    Velocity
    Acceleration
    GeneratedEnergy
    EnergyCapacity
    BatteryRecharge
    ArbitraryTurrets
    UnarmedTurrets
    ArmedTurrets
    PointDefenseTurrets
    AutomaticTurrets
    CargoHold
    LootCollectionRange
    TransporterRange
    DefenseWeapons
    FighterCargoPickup
    ExcessProcessingPowerSteps
    ProductionCapacity
    MinersPerTurret
    GunnersPerTurret
    MechanicsPerTurret
    Engineers
    Mechanics
    Gunners
    Miners
    Security
    Attackers
    Pilots
    FighterSquads
    FireRate

     

  6. It seems traders could not interact with the station. There's no trade activities unless player go to other sectors.

    Also, cargo shuttle may get stuck in a station which it passes by, occupying the space in hangar and prevents the original shuttles from landing...

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  7. A 'search and destroy' command for fighters and ships to actively clean up all enemies within the sector.

    Current 'attack enemy' command could only be used against a designated target, while the ship under 'patrol sector' command only attack targets at close range. Those commands are inefficient against large number of enemies, especially when fight a xsotan invasion or cleaning up a pirate base.

  8. I tried this setup in a new save. Mining, buying turrets and building fighters did become much easier.

    However, it still needs much effort to find new mining site and NPC factories. Finding proper mining turrets to mine higher level material also takes a lot of work and trial,  since reputation in AI faction usually starts from fairly low level, which means their equipment docks/ turret factories won't be available until reputation reach certain level. Building turret factory in early-game would be too expensive. As for improved chance to get legendary upgrades, it does help getting good mining/trading/C43/radar upgrades in early-games, but hyperspace/shield reinforcer/shield booster are still rare. Based on that I wouldn't think this new setup affects the balance too much.

    There's certain known method to improve reputation above 'good' level: 'Free Slave', 'investigate missing freighter(pirate/illuminated)', 'She's innocent', 'pirate raid event', 'warzone event'. Those missions or events appear highly depend on RNG, while commerce/tribute won't help to get above 'good' level, I would say necessary play time for progress would not be reduced much by my new setup and new players without much knowledge about those would have to try even longer, which means the original setup would be even more exhausting.

     

  9. I modified several game scripts to create a 'beginner' or 'casual easy' difficulty.

    Extracting files from the zip and use those files in 'modified1' folder to overwrite respective files in 'steam\steamapps\common\Avorion\data\scripts\lib'.

    To restore the original setup, use those in 'backup1' to overwrite files again.

    Players may choose to start a new save to find whether this setup could make early-game experience easy enough for beginners...

    Modification includes improving early-game resource gathering significantly and reducing cost of most items. This could help beginner focus on the main story without wasting too much time on grinding. It also increase weapon range and projectile speed to ease up aiming, while teaching beginner to improve ship size, armor and shield, as well as the use of shield reinforcer upgrade.

    modified file link:

    https://drive.google.com/file/d/1QTB2qOuZH7wrLrpdI6d-rA5G07mqDKal/view?usp=sharing

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  10. 1. mining/salvaging turret with a conical hit zone that works like a vacuum cleaner. This turret doesn't need precise aiming and it can clean up small debris easily. It should have lower dps compared to laser.

    2. flame thrower/shotgun type turret that launches a cloud of plasma/nanobots(a cloud would be a single object with a hitbox much larger than a bullet) to attack target. Precise aiming is not needed. Might be a short-range, fast firing weapon or long-range, slow weapon with seeker shot.

    3. teleporter/blackhole gun that removes the connection between blocks or teleports blocks away from target, making the target disintegrate without damaging valuable blocks. Might be used to freeze quantum ships like xsotan/fidget.

    4. plasma torch/light saber turret. A melee weapon (range below 2km) with shield penetrating ability and might do very high damage to the block within its hit zone but not to the HP of the entire ship. This gives small ships a chance to defeat huge ships by destroying their root blocks precisely.

  11. 17 minutes ago, TenguKnight said:

    Also I kind of dislike that they are dropped only one at a time (and this also applies to other turret drops as well) which means that it is extremely difficult to make a symmetrical turret setup with turrets of the same type with the same fire rate on the opposite sides of a ship unless they are placed along the middle axis but that doesn't just look good when there are a bunch of turrets in one spot just because of that limitation.

    Maybe they should be allowed to convert to blueprint/fighter. They're not really powerful so mass producing them hardly affects balance. Maybe keeping their special properties when merging same type of turrets in a research station is also necessary.

  12. 1. use different key for dock and undock, so that an object would not get undock right after being docked. Or undock after holding the key for 3 seconds. Or disable undock for 3 second once docked.

    2. allow stations to form a chain. Currently 2 connected stations cannot be docked by other ship or station, only a central station with multiple docks could dock several other stations.

    3. allow goods to travel through docked stations, or allow all docked stations to access all cargo bays within the system. Currently goods could only be sent to an adjacent station, which makes it difficult to set up a complete supply chain. A simple way might be consider all cargo bays of all docked stations as a single one, otherwise the number of goods sent by automatic delivery needs to be increase(maybe up to 1,000 items each time?) so that stations could fully utilize their production capability instead of being limited by cargo inflow and outflow.

    4. allow dock-to-dock alignment and distance detection, make it easier for stations/ships to dock each other.

    5. allow station to use transporter to interact with traders so they don't have to struggle to get close to their target station which is surrounded by several other stations. This is important for traders with a large ship.

  13. 3 hours ago, Aetrion said:

    Missiles should definitely be overhauled, they are way too slow, and excessive missile spam seems to actually lag the game. In general there is an insane bias in this game toward hitscan weapons over weapons with a travel time, and missiles are probably the worst offender for not even reaching the target before a railgun has already pulverized it.

    I guess merging launcher turrets and torpedoes could be a solution to performance issue, meanwhile solving the cost/availability problem of torpedoes as well as speed problem of rocket/missile. A turret that launches what is currently called torpedo at a slow fire rate while maintaining the high damage/shield penetrating ability would be great.

  14. This suggestion is proposed to solve the excessive cost & production time of fighter, as well as replacing the "upgrade point" design system.

    Fighter should be based on a fully functional ship template, which must have engine, thruster/gyro, power generators big enough to power all other blocks, crew quarters big enough for the crew. shield/integrity generators are optional.

    Performance of the fighter should depends on the ship template-turn rate, acceleration, top speed, HP and shield would be the same as a scale-down ship and the cost would also be calculated in the same way. When creating a new fighter, player could use a slider to scale down a ship template and the fighter performance data would be updated in real time, just like the way a ship is edited. However, there should be a upper and lower size limit for a fighter in case that player use a huge or micro ship as template. As a result, fighters would just act like small ships, allowing them to catch up with the carrier while making it meaningful to build large hangar block to support larger, more durable fighters. 

    As for building time, a fighter should not take more than 5min to build(which is the time needed to build a ship from shipyard). Assembly could be used to speed up fighter production, if production time of a single fighter falls below 1min, it would be possible to complete more than 1 fighter each time in order to round up the update frequency to 1 min. Minimum build time would allow filling a 12-fighter squadron in a minute. Such change would hardly cause balance problem as rapid production of fighter would still consume resources quickly while production could not continue once the assembly/hangar or the carrier itself are completely destroyed.

    Fire power stats would still based on the turret but DPS of a fighter would depend on the size of fighter. A fighter large enough would have full DPS of its turret, but the fighter would got much less chance to dodge attacks from instant-hit weapons like laser/railgun/tesla/lightening. This allows players to take out large fighters with main guns on a ship.

    When deleting a fighter, the resource should be returned to player in the same way as deleting blocks on a ship.

  15. Claimed asteroid should be treated as a vessel that allows player to get onboard and fly around with engine/thruster/gyro or jump to other sector, until it turns into a mine/station or being sold to other faction.

    This also helps highlighting the asteroid in the star sector and in galaxy map, so players don't have to make a note in galaxy every time when claiming an asteroid but decide to use it later.

     

    Also, diamond mine should be added since drill factory(and maybe other type of factory) needs it but there's nowhere to find a diamond mine.

  16. Current station should be convert to a module on ship, so the factories/shops can move or jump with their cargo instead of waiting for buyer/seller. Multiple production module could be assigned on the same ship, if there are several assemblers on board. To balance this, the size of the ship and goods in cargo bay would make the ship heavier(slower) and require a bigger hyperspace block to enable a jump, but stations could jump to safety when a war or invasion started, unless there's hyperspace blocker/jammer nearby. 

     

    Trade would still be meaningful since it would be expensive to put an entire production line on a single ship while raw materials could not be generated from the void-gas/water/ore comes from asteroids and planets which would take over the position of current ore mine and collector since the planet is too big to move or jump but can support a huge population and have a huge production capability for various goods. Headquarters can only be set up on a planet, while a large and powerful fleet is needed to capture/destroy a planet, allowing player to take over an entire faction(but have to deal with resistance afterwards). A planet could be claimed by the player like those large asteroid. Trade would also be necessary to support the moral of crew since they would consume food/water/oxygen on small ships while a large ship could produce those on board(but still needs to buy other advance good for maintenance of hyperspace/computer core, etc...).

     

    'Assembler' module assigned to different production could not be merged.Assembler block with enough volume could be assigned as a production zone of certain product. Material of the assembler would put a limit to the type of goods it can produce, so it only takes 'titanium assembler' to produce 'steel' but 'Ogonite or Avorion assembler' would be necessary for 'antigrav unit' production. Goods could also be produced from current ship-building material(Trinium/Nanonite...) instead of aluminium/copper/gold/..... to match the futuristic background of the game, or simply give player a chance to get some of those conventional ore when mining ship-building materials, so the game makes more sense.

     

    'Research station/equipment dock/trading post/military outpost' module would require a large computer core.

    'Biotope/habitat/cloning pod/academy' module requires a large crew quarter. This module is essential for sustaining on board population.

    'Shipyard/repair dock' module needs a big cargo bay & assembler and it needs repair turrets to handle ships bigger than the module itself. The blocks on player's ship cannot be edited unless there's 'Shipyard/repair dock' module nearby or on board.

     

     

  17. How about some new resources/items that allows player to clean up rift and construct star gates/wormholes? This also allows player to jump into Xsotan universe to stop any future invasion by destroying a wormhole creator/defeating a warlord. Player's existence in Xsotan universe would consume certain goods continuously, which makes it meaningful to build up a supply chain consists of factories/mines.

  18. maybe simplifying most of the ships(cruiser/destroyer/freighter/miner) while keeping details on large battleships and stations would be a good idea. Also, the long list of ships generated by 'All against one' mission should belong to a common faction named like 'combined fleet' or 'the Grand Fleet' instead of their original factions, so there would not be such a long list in the galaxy map.

  19. Currently NPC ships with large number of parts are causing significant performance issue, especially during the creation of a scrapyard or war zone -multiple NPC ships are created simultaneously. Damage or destruction of NPC ships also create huge number of small fragments. If those ships are made of less but bigger blocks, performance issue might be solved.

    Meanwhile, I test the battle against wormhole guardian in creative mode where 278 allied NPC warships from over 80 factions are spawn simultaneously in (0,0). This took the computer 2 ~3 minutes to load all ships, but most of them are inactive during the battle. It would be much easier for the computer if there're less ships with less parts but stronger turrets from each faction join in this battle. NPC ships should warp away from the region within 3 minutes after the battle ends to reduce system load.

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