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LordMaddog

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Everything posted by LordMaddog

  1. well money at higher levels is insanely easy to obtain. Heck I hit the flip 2 billion maker a few times. I do agree the whole crew thing is a mess I have made a suggestion on it before. I also think it be nice if new blocks you can loot and install in your ship were added. Like Reactive crystals: Increase power output by 1% for every block. (have to loot each block individually) And of course the AI core: Equal to 1 mechanic 1 engineer 1 gunner 1 miner and 1 Sargent and requires 1 Gigawatt of power for every block. Thees blocks would be on the 0.05 scale and would add allot more fun to the loot systme.
  2. It would be nice to have a 'archive invalidation' where mods in said folder a loaded after default and their changes applied to the game. Having multiply changeable said folders would rock and it would be AMAZING if servers did let you dl their operating mod folder directly. tho to do so would require a rewright of a some hard coded systems thous only the devs could do this.
  3. I disagree the game has a massive push to bigger is better a little less would be a welcome change. Tho I would rather see a 'divert all systems' mechanic that lets you enter a stat of extreme vulnerability for much faster calculation and cool down.
  4. yes I like! It be nice if there was multiple hotkeys to fire different groups as well and it be even more sweet if they were toggle-able.
  5. AWESOME! however can you remove the whole mothballed command thing and just make it so the ship never falls below the mechanic %? I really feel that its a bug that it dose so in the first place! I have had ships with 78% mechanics on it and had to fully repair it for tons of money and resources because I was almost dead while I search for more mechanics. In my mind it was total BS lol. This would also mean that clients don't have to DL either.
  6. I think what I suggested long ago would work better and achieve the same effect Integrity field generators: I know this is a hot topic and has been discussed at length on these forums. But what’s the use of having destructible ships if you never destroy them? This is what I believe integrity field generators be. When placed according to their mass and the ships mass a certain amount of energy is permanently allocated to it that allows mechanics to repair broken off parts. They would also according to the mass reduce or completely negate collision damage. :IE I have a large integrity field generator and I bump into an asteroid at a rather slow speed the damage is completely absorbed and negated. But let’s say you have a small integrity field generator and you smash into a space station. The integrity field generator is overwhelmed and only able to reduce a certain percentage of the damage taken. Also once placed a new UI will be available that enables the player to use energy according to the integrity field generators total mass to increase the entire ships HP. This new HP is equally distributed among each block regardless of size. This feature is mainly for use with stations and defensive platforms so players that have shielded piercing weapons cannot easily destroy them. <--- (bold is topic relative)
  7. I believe a much better mechanic that would achieve the same effect would be energy management. IE: having weapons use energy from a battery store.
  8. I agree a ship should not decay beyond the % of mechanics you have. IE: so if my ship required 3 mechanics and I only have 2 it should not fall below 2/3s life.
  9. It wont! It will blow up! you can have 99% and it will still go BOOM
  10. That dose not matter one bit when a you are parked at a station and a cargo ship rams you full bore. Or when some one scans your cargo ship forcing your ship to turn and aim at him and in the process ripping your front end off cause its smacks an asteroid or a space station. OH ya and my favorite you jump into a sector to instantly collide with another player blowing both ships to tiny bits.
  11. fly it to an random unoccupied sector and just leave it there. Sectors with no players close after a bit and nothing is calculated so it can last in-defiantly without a crew as long as the sector is closed.
  12. lol the collision in this game is absolute BS and game ruining with any thing over 0.2. In truth even at 0.15 it sucks! When a ship has 3+ mill life and a 'bump' can insta jib it you know something is busted.
  13. AH hello they are not caption less!! I often have 2-4 captions on my guardian ships and I leave there TO PROTECT!! The AI is just to stinkin stupid. IRL even the most worthless of Captions know to obliterate the loser attacking a defenseless station!! Did you set them to attack enemies? And get some smaller ships with good weapons :) And if you want to cheat, you can always /teleport to the sector. But if your station is under attack, that would also mean there's another player there, which means your ships are active, which means if you have defensive coverage with ships set to "Attack Enemies", and your factory has some decent shielding, you should be fine. I have three dreadnoughts each with around 200k om and they are set to attack but what players do is use boost to drag the stuipd AI waaay out then boost back around and because AI's max speed is around 300-500ms no mater how fast you make them and players is like 10k ms the players can just take their good old time shooting at my stations then run away. But alas it don't matter ATM :( because the server I play on https://www.avorion.net/forum/index.php?topic=1018.0 has been off line 3 days now and the dev wont answer on Discord
  14. AH hello they are not caption less!! I often have 2-4 captions on my guardian ships and I leave them there TO PROTECT!! The AI is just to stinkin stupid. IRL even the most worthless of Captions know to obliterate the loser attacking a defenseless station!!
  15. A 1 megaton nuclear bomb creates a firestorm that can cover 100 square miles. A 20 megaton blast's firestorm can cover nearly 2500 square miles. Hiroshima and Nagasaki were small cities, and by today's standards the bombs dropped on them were small bombs. A bomber would be deadly :) If one can evade the fighters and weapon blast from a capital ship long enough to get in even 100 miles releasing a 10 megaton nuke with an proximity explosion it would decimate if not obliterate that ship. And that's just today nukes! we not even talking about Hydrogen bombs and the possible advancement of other weapons. Now for game continuity we fly by kilometers not 10s of thousands of miles like real space would be so for reasionablity if bomber got in as close as lets say 500m and the slow moving torpedo would have a blast radios of 100m it be kinda hard for if not impossible for bigger ships to doge.
  16. Ya spitballing is right. EVERY one of those suggestions would mean CUBE is king! The enter topic is on how to stop the cube meta not enforce it. while every thing you have said might presumably be necessary in real life it would not make nice gameplay or aesthetic ships. I say presumably because if tech goes the way of frequency and finds the wavelength of gravity every thing changes :)
  17. The difference I see, is that there's an artificial fixed balance between what particular ships can do. - Destroyers carry torpedoes against larger ships and survive by size. - Cruisers carry AA batteries, that counter deck aircraft and survive by mobility. - Battleships do not have either torpedoes or AA batteries and ridiculously clumsy. - Carriers are both large and brittle. In case of Avorion: - You cannot limit anti-cap weapons to small ships without introducing artificial customization bounds. Anti-cap weapons would be just as good on other capital ships. - You cannot limit AA batteries to small ships. AA batteries would be just as good on capital ships. - You cannot make carriers artificially vulnerable. - At best, Avorion can combine diminishing returns to mobility by size, slow-tracking, energy-hungry weapons working well only on these ships, and Hangar Bays, that require much more volume investment. These ideas relate much more to Fractured Space model, than to WoB. True I was just using it as an example. However my entire bases is on my proposed weapons using energy and engines change along with a host of other balances/fixes I have been pushing :). my thought is that Cap ships will typically use Massive slow aiming guns making them close to ineffective against small targets. Now of course they could have small anti fighter weapons equipped as well, tho doing so would result in them being a hybrid that is not as effective against other caps because they would have to split there energy and gunners up(witch are both a limited resource with my suggestions) that or they have to make their ship even larger witch means even slower and less maneuverable and in the end making them even a better target to bombers. witch it basically what you said Tho I have never played Fractured Space model so I am not 100% sure were on the same page but I think we are.
  18. Dear koonschi: No doubt you have seen the ENDLESS request and suggestions for weapons and block based weapons. I am guessing it's starting to get annoying :) you once said this I can fully agree and appreciate this statement, like I said elsewhere Borderlands looting systme was AWSOME!! and if your are striving for that here more power to ya! However this chose has a few problems—witch I don't need to go over here especially when their is 50+ post arguing about them— Instead I would like to propose a compromise. Turn Turret loots into 'WEAPON SYSTEMS' that are added to preplaced Turrets or weapon blocks. IE:The player looks at turret or weapon block and chooses the one they like the looks of ( or makes their own) then places them on their ships. Thees placed turrets/weapon blocks would have very low basic stats using the systme I suggested. witch is similar to my previous suggestion Once they are set the player can find a weapon systme by buying or looting and equip it to one of their placed weapons. Just like you equip armor or sword in most fantasy games. Thees weapon systme would have cool modifiers like, burst fire, Overheat, energy use, corrosive, explosives, as well as have basic stat modifiers; and weapons would be mostly useless with out them. This idea would achieve what both 'You' and the builder type players really want. While leaving the balance and full control still in your hands. Sincerely LordMaddog.
  19. LOL WOW the ships in this game start out way! to big. I think my starter ship was like 8 blocks about 1k iron and I I always up it to about 5k-10k iron in 10 to fifteenth minutes. Most noob ships are likely the size of that space station they are fighting around lol.
  20. Hey I dint say it The Dev did. I want block made weapons just like I suggested. And I would like turrets to be a addon and fire independently. However I do understand what koonschi says. In borderlands LOOT and the random number god rocked so if thats what he is trying to do here, I get it. That said the current systme with 30+ turrets pointed straight forward just SUCKS! On the other hand it would be cool if I found an awesome 1 of a kind turret with really cool effects like borderlands had and was able to scale and use it as my main forward/spine mounted turret. That I can see being ROCK AWESOME.
  21. Here watch this See how slow the torpedoes are? Watch the destroyers and the Bombers. See the difference? Its a very fine balance but a realistic one. If tech ever got to this point I can guaranty some one is going to be launching nukes from tiny fighters at MASSIVE ships. Thus fighters and anti bomber Frigates will be a most! Because if one bomber gets through by the time the Battleships LAMs are close enough to swat those nucular torpedoes out it will be to late.
  22. Been talked about a ton already And most players agreed they wanted some thing like this but a lot want it to be simple This was my idea http://www.avorion.net/forum/index.php/topic,2590.msg13696.html#msg13696 And this was koonschi reply and my reply to him. http://www.avorion.net/forum/index.php/topic,2595.msg13655.html#msg13655 We have not heard any thing on this front seance.
  23. It is I have sat afk in systems waiting for npc to replenish a station and it works but its mind numbly boring and LONG.
  24. I think 'FIGHTERS' should be fazed out completely and Hangers should allow small ships to dock in large ships. The mass and volume of docked ships would be decided by the size of the hanger. I mean its a no brainier! It would eliminate the problem at its base
  25. AGREED! steel needs coal LOL but its rare. I spent hours gathering it to get steel tubes to get hi pressurized tubes. Players need to be able to make every type of mine and factory and they should be expandable to! I have like 40 factory in on sector so I can protect them with my 4 Massive battle ships but now its SOOOOO lagy and almost impossible to dock with the stations :(
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