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Frolonov2

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Everything posted by Frolonov2

  1. 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.
  2. The module concept and mobile station is quite similar to the game 'Homeworld', but modified to better match the background of 'Avorion'.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Maybe acceleration limit instead of speed limit for fighters. Setting a reasonable docking speed base on turn radius is also necessary so that fighters won't miss the entrance of hangar all the time.
  8. A new station that connects all factories within a sector with cargo ships/long range transporter. This would work as an alternative to cargo shuttle and allow factories to share common ingredients. Also, this could be beneficial for game performance since a few cargo ships could replace a large fleet of cargo shuttle, even move the entire logistic network to the background if transporter is used. Then, the PC/server doesn't have to render all those traffic, giving player much better experience(higher frame rate/more space for multiplayer). Maybe this function could be implemented into trading post, so that the trading post(an additional tab in player's trading post) could handle all import/export of local factories.
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