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LordMaddog

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Everything posted by LordMaddog

  1. Ok I fully understand that but can we at least have some thing like this 1 Make all turrets need power and make engines have there own limited after burner pool(not reliant on battery). 2 Make all turrets scale able increasing or decreasing there DPS and power draw. 3 Make all turrets independent targeting once they are past a certain scale 4 Make turning and aiming speed relative to turret size; the larger they are the slower they are. Thus making them effective against larger slower targets and quite ineffective against fast agile ones. There should also be no arbitrary limit placed on them other than the need of gunners and energy. If this was done it would also be nice to see the plus more turrets module completely removed from the game along with the plus energy generated modules or they will be all the player will ever use.Maybe replace them with Accuracy/ range modifiers and energy efficiency. This will make balancing easier in the long run as well as making all ship sizes more viable and the game funner as a whole because while we would still enjoy new loot as you say; we would also still have some say in the matter. If you dint know the hate for the RNG god is real and this would help elevate some of it giving the best of both worlds.
  2. This was fixed a patch ago but if your world was generated before said patch well...
  3. Honestly at this point I wouldn't mind if ships 13-15 slots moved slower and maneuvered slower as well. The problem is, is that size progression is to fast. You typically start out with a ship that is gynormious and requires any where from 12-30 crew. Are space station don't even support that many yet!! And you rapidly climb from there with in 30 to 40 minutes you have a ship with a crew of 70-100. On this level you are essentially already a small capital ship. You never have the filling of being a fighter and you never really fell the sense of becoming a big ship, your just thrown into it. So when your vessel starts not being controllable you never understand why. This is what happened and why every one was upset. As you have pointed out and I believe most are starting to want now is the great joy and slowness of a full on Masive ship and things will need to be changed again. There are a few thing that need to happen tho before this fix can happen. 1 THE ABSOLUTE MOST IMPORTANT A single capital weapon needs to deal A massive amount damage compared to smaller Vessels and the weapon needs to feel like a massive weapon as well. other wise it will always be better to have a 10-11 slot ship with all the weapons pointed in one direction. 2 Players need to start out as a fighter on the scale of 0.01 and Npc should as well. In truth there should be very few Npc vessels with over 50 crew. Remember how it felt to see Battle ships in freelancer? or the X series? they were behemoths you could actually fly into. We need to have that aw here and slowly work are way up to getting a larger ship so we appreciate the slowness. 3 Small, medium, and large ships need to all have there place in end game content. A bomber of 0.05 scale armed with torpedoes should be a deadly threat to battle ships so fighters are needed. A light cruiser should have fast aiming low damage guns that rip fighters apart clearing the way for bombers but is not armed or fast enough to evaded the massive weapons of a capital ship so at the same time it has to stay out of range. So on and so forth something like World of Warships. If this is done we can see this beautiful change with out it being the death nail to this game other wise you will just pee off 90% of the player base.
  4. I would really like to see block made weapons added but it has to be simple! My suggestion is this: 1 new block is added called weapon block. When selected a drop down menu like this pops up. This would let the player choose the type of weapon. now you place the block like normal and it works like this The width and height of the block will determine its energy efficiency and max aim angle. IE: a block of 0.05 scale can only shoot at a 25° arc in front of it. While a block of 0.1 might be able to shoot at a 75° arc. However the larger the block the slower the aiming speed. So a block of 0.5 might be able to shoot at an almost 360° angle and have excellent energy efficiency but it will take forever for it to turn and track its target. For missiles on the other hand the larger the slower they move. The length of the block will determine its optimal range and accuracy. In case of missiles their lock on maneuverability. Once placed in the build mode a new UI option becomes available. In this option you can adjust its fire rate and damage. The higher the DPS the more power draw. That's it its that simple. Of course each weapon type would calculated range and DPS according to its own type and I believe the player should have to buy or find the different types as they play starting only with the chain gun. (sorry din't see your post koonschi on no weapon blocks before I made this post tho I still like this idea :P )
  5. I agree and don't agree. Those crazy block messes the other games have are well crazy I have spent endless hours messing with them Like my ship THE BEAM http://www.fromthedepthsgame.com/forum/showthread.php?tid=24737 for from the depths. And I have to say they are just overly complicated. This game don't need that but it dose need block made weapons and while I know I have posted it before t I really think the way to go is to add 1 new block JUST 1 for each weapon type. These blocks would work off of this simple principle. The width and height of the block will determine its energy efficiency and max aim angle. However the larger the block the slower the aiming speed. So big block might be able to shoot at an almost 360° angle and have excellent energy efficiency but it will take forever for it to turn and track its target. For missiles on the other hand the larger the slower they move. The length of the block will determine its range and accuracy. For missiles it would determinant their lock on maneuverability. Once placed in the build mode a new UI option would let the player adjust its fire rate and damage. The higher the DPS the more power draw according to the width and the height of the block. With this method its SUPER simple and at the same time lets player have complete design freedom.
  6. nope just hit 41km/s and I flew so far all other ships dispersed. I can safely say there is no sector limit
  7. I spent a bit of time and made this ship into a viable endgame design. https://www.dropbox.com/s/mep10996l6wwtlu/ship1.xml?dl=0 oops lol fixed
  8. From what I have seen it is not possible because much of the key aspects changes like this require are hard coded. For example I believe the way engines work is way OP because the player can just hold space and boost away from any npc. And using this I have never died NOT ONCE! even on the hardest difficulty. so I wanted to make a mod that makes engines have a max boost time according to their combined total mass.So the boost would work like afterburners work in most games. Sadly almost every thing about engines is hard coded.
  9. I already have the sphere I need the indent and the trench now.
  10. I have made a sphere and added all the need parts but I need help finishing the fine details. http://pastebin.com/DCTSnMmM my spend limit is about 10mill avorion so don't worry :)
  11. This is for those who utilize the multiplayer aspect of the game, to see which the majority of the forums' users prefer
  12. This poll was done before but it wasn't introduced efficiently So I remade it using the forums system.
  13. The small weapons would have around the same damage a small ship can do. Unless you bumped a lot of energy into one very inefficiently increasing its damage by 30-40% however a small ship can kinda do the same. So in essences your small weapons are like another fighter attacking another fighter. This would not be quite as good as a fighter attacking a fighter tho because he/she could still fly out of rang and do bombing runs with torpedoes you cant doge.
  14. Agree! In fact its exactly what I suggested in another post
  15. Sweet ca you change the way they look IE give them player made ships? Pleas say yes! I have been wanting to make awesome scary looking ships for them since day one!
  16. I really think they should be able to defend them self's!!! If Generators had this feature Unstable and stable modes: When a reactor is placed it is automatically set to unstable which means it generates the normal amount of energy. However the player is able to turn reactors to stable mode which means that the generator will put out ten times as much energy. In this mode though the ship the reactor is attached on will not be allowed to travel faster than 100 m/s and cannot perform hyperspace jumps effectively making it into a station or a defensive weapon platform. Switching a reactors mode takes time according to the mass of the reactor if you have a massive reactor it can take up to twenty minutes for it to fully switch, during which time it produces verey litle energy and is vulnerable to attack. and weapons worked like this 5: Weapons New blocks added one for each weapon type. Plus a new weapon type called torpedo, which will move very slowly but pack a heavy punch. (Bombers anyone?) These blocks would work off of this principle. The width and height of the block will determine its energy efficiency and max aim angle. IE: a block of 0.05 scale can only shoot a 25° arc in front of it. While a block of 0.1 might be able to shoot at a 75° arc. However the larger the block the slower the aiming speed. So a block of 0.5 might be able to shoot at an almost 360° angle and have excellent energy efficiency but it will take forever for it to turn and track its target. For missiles on the other hand the larger the slower they move. The length of the block will determine its range and accuracy. In case of missiles their lock on maneuverability. There is no drawbacks to this stat, however the larger the weapon the more gunners and mechanics it’s going to require. Once placed in the build mode a new UI option becomes available. In this option you can adjust its fire rate and damage. The higher the DPS the more power draw. Yes with this method one could theoretically make a weapon that uses all their energy in one shot but this would be quite foolhardy. The players will undoubtedly find a good balance between power usage and damage according to their own preferences. These new weapon blocks would not all be available when the player first starts they would have to search throughout the world to buy their blueprints. One for each type of resource and each resource would have a different effect for each type of weapon. Turrets: All turrets would now be independent firing. The player can also scale them increase or decreasing there DPS and power draw. Turrets as a whole should also never cost more than one gunner especially as they get more advanced. As they scale in size though just like the weapon blocks there turning speed and aiming speed significantly decreases thus making them effective against larger slower targets and quite ineffective against fast agile ones. Stations and weapon platforms could obliterate attackers. Meaning you would have to have full one war to take them out.
  17. I think the proposed mechanic just compounds a problem of a flawed system. Having mats just be straight up then the one underneath it really limits the game but that's not what we are talking about here. This is what I believe integrity field generators should be. When IFG is placed according to its mass and the ships mass a certain amount of energy is permanently allocated to it that allows mechanics to repair broken off parts. This solves both sides problems. On one hand it makes it so cube ships arnt the only viable option. And on the other it keeps a really nice aspect of the game intact I mean why have destroy-able ships if you arn't going to destroy them? I also IFG need a bit more then this tho, they would also according to their 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. And keeping inline with its current style once placed a new UI should become available that enables the player to use energy according to the integrity field generators mass (smaller mass = less effective) to increase the entire ships HP. This new HP is equally distributed among each block regardless of size. This in the end lets the player choose if its worth a boat load of more energy to stop their small detail bits from falling off or just to let it repair over time.
  18. No the problem is the scale of resources higher tire stuff is 11X more powerful then the base making the game extremely unbalanced I don’t think resources should be so dramatically different. I would suggest something like this. Iron is heavy, cannot have a reactor, and its armor is only medium however because of its cheapness and availability its use in kinetic weapons is good. Armor mass energy generation energy weapons explosives kinetic 3 4 0 1 2 4 Titanium is light and all-around balanced in almost every aspect and because it’s slightly more availability it is to go to resource. Armor mass energy generation energy weapons explosives kinetic 2 2 2 2 2 2 Naonite just goes well with all things energy though its armor is poor and kinetic capabilities nonexistent Armor mass energy generation energy weapons explosives kinetic 1 2 4 5 1 0 Trinium lightweight and durable and relatively balanced. Armor mass energy generation energy weapons explosives kinetic 3 1 3 3 2 2 Xanion medium weight good durability but it’s innate properties aren’t the best for energy generation. Armor mass energy generation energy weapons explosives kinetic 4 3 1 1 3 3 Ogonite heavy solid and packs a punch but can’t generate energy at all. Armor mass energy generation energy weapons explosives kinetic 5 4 0 0 3 5 Avorion this amazing new mysterious material is quite volatile and excellent for generating energy however it’s explosive nature means that no one in their right mind would use it for armor or energy weapons in fear that it might explode. Armor mass energy generation energy weapons explosives kinetic 0 3 5 0 5 0 These stats are of course completely my own arbitrary idea and most likely do not line up at the devs in the least bit. But something along these lines would be nice to see. I also think specific resource asteroids should become extremely rare but once found give thousands of materials but have some sort of Guardian. And instead have normal asteroids become the default resource node. As you mine an asteroid it is possible to obtain any material all the way up to Ogonite but mostly you’ll just get iron with a chance of obtaining other resources slightly increasing as you get closer to the core. Avorion is looted in very small amounts from killing any alien and can only be mined from the area around the core. To keep in line with the rift blockage tho The Avorion Hyperdrive should be a blue print only buy able in the core. This way the inter galaxy is still viable for higher level players and npc across the bored stay relevant.
  19. Far far to complex for this game I would suggest some thing more like this New blocks added one just one for each weapon type. Plus a new weapon type called torpedo, which will move very slowly but pack a heavy punch. (Bombers anyone?) These blocks would work off of this principle. The width and height of the block will determine its energy efficiency and max aim angle. IE: a block of 0.05 scale can only shoot a 25° arc in front of it. While a block of 0.1 might be able to shoot at a 75° arc. However the larger the block the slower the aiming speed. So a block of 0.5 might be able to shoot at an almost 360° angle and have excellent energy efficiency but it will take forever for it to turn and track its target. For missiles on the other hand the larger the slower they move. The length of the block will determine its range and accuracy. In case of missiles their lock on maneuverability. There is no drawbacks to this stat, however the larger the weapon the more gunners and mechanics it’s going to require. Once placed in the build mode a new UI option becomes available. In this option you can adjust its fire rate and damage. The higher the DPS the more power draw. Yes with this method one could theoretically make a weapon that uses all their energy in one shot but this would be quite foolhardy. The players will undoubtedly find a good balance between power usage and damage according to their own preferences. These new weapon blocks would not all be available when the player first starts they would have to search throughout the world to buy their blueprints. One for each type of resource and each resource would have a different effect for each type of weapon. Turrets: All turrets would now be independent firing. The player can also scale them increase or decreasing there DPS and power draw. Turrets as a whole should also never cost more than one gunner especially as they get more advanced. As they scale in size though just like the weapon blocks there turning speed and aiming speed significantly decreases thus making them effective against larger slower targets and quite ineffective against fast agile ones. There should also be no arbitrary limit placed on them other than the need of gunners and energy. I would like to see the plus more turrets module completely removed from the game along with the plus energy generated modules or they will be all the player will ever use.
  20. The Devs for this game are the best Devs I have ever seen. You listen to our problems and fix it in such a perfect way it’s downright amazing. That being said I’m not expecting you to do anything I say in this post or even read it because it will be rather lengthy it’s just something that I’ve thought long and hard about and as a nobody wish to see happen. 1: Crew The idea that I can pull up to a random space station and hire 40 to 80 men that don’t even know me and have them walk onto my ship is just insane to me. I’d rather have it so you start out with just ,you a pilot, and have to gain fame or infamy to hire on new crew. Infamy: is gained by the act of nefarious deeds like stealing cargo attacking random ships and all-around devious acts of privateering. As your infamy grows pirates and smugglers will be willing to join your crew however these deviants of society will want their share of the loot. 25% of all profit and every now and then they will take a random module or turret for their own. Fame: is gained by fending off pirates and aliens, running missions, trading cargo, and various other deeds accepted by society. But having fame alone is not enough to have normal people want to join your crew you also have to be in good faction standing with the trade post or station you are trying to recruit from. * Once an NPC contacts you and tells you he wishes to join your crew the player is able to assign him to any vessel he or she wishes regardless of the location of said vessel. If the vessel they are signed to is destroyed they will die or not die according to the settings and difficulties set on the server. Each level of NPC’s is harder to recruit with pilots being the easiest. However pilots are equal to one miner one gunner one mechanic and one engineer but you can only have three active pilots on any vessel at any given time. This set up dramatically changes the flow of the entire game. With the system in place the player will start out with a very light fighter on the 0.05 scale work his way up to a heavy fighter; three pilots. Then form a squadron of maybe three or four fighters. (Player controlled AI will have to be dramatically improved which is planned anyway.) At which point they should be able to recruit a few engineers and mechanics enabling them to make a light cruiser or cargo ship so they can make trade runs or pirate raids. Eventually they’ll be able to hire a few sergeants so they can have a much larger ship and so on and so forth unto their fame grows and they become a force to be reckoned with inside the galaxy. With this change normal AI ships would also be much smaller than they are now allowing for there to be full on dogfights.-Once again AI needs some improvement in this aspect-In truth there should be very few large ships flying around and coming up against one should be a full on challenge. 2: Reactors Generators will all be renamed reactors and cost ten times as much credits to be placed. An energy management system like in the old X-wing game will be implanted so the player can control how this new sparse resource is distributed. Unstable and stable modes: When a reactor is placed it is automatically set to unstable which means it generates the normal amount of energy. However the player is able to turn reactors to stable mode which means that the generator will put out ten times as much energy. In this mode though the ship the reactor is attached on will not be allowed to travel faster than 100 m/s and cannot perform hyperspace jumps effectively making it into a station or a defensive weapon platform. Switching a reactors mode takes time according to the mass of the reactor if you have a massive reactor it can take up to twenty minutes for it to fully switch, during which time it produces verey litle energy and is vulnerable to attack. 3: Batteries Currently an almost completely worthless block it will now become a strategic importance in which the player debates if it’s worth shelling out the extra money for the reactor or if he/she should just put on more batteries to power his weapons. With the cost involved I believe in most cases putting on more batteries would be a better solution. 4: Engines Now engines will consume energy according to their efficiency. The larger the mass the better their efficiency. But because the required engineers you want to keep your engines small. So no longer will we have ships that go over 1000 m/s leaving NPC ships far in the dust. Afterburners: every engine according to its mass will have a certain amount of afterburners that the player can use and that recharge over time no longer will it directly suck energy from the batteries. Cruise mode: activating Cruise mode will shift all available energy from weapons and other nonessential components into the engines allowing for much faster travel. However activating and deactivating Cruise mode takes several seconds and can be disrupted by taking damage. 5: Weapons New blocks added one for each weapon type. Plus a new weapon type called torpedo, which will move very slowly but pack a heavy punch. (Bombers anyone?) These blocks would work off of this principle. The width and height of the block will determine its energy efficiency and max aim angle. IE: a block of 0.05 scale can only shoot a 25° arc in front of it. While a block of 0.1 might be able to shoot at a 75° arc. However the larger the block the slower the aiming speed. So a block of 0.5 might be able to shoot at an almost 360° angle and have excellent energy efficiency but it will take forever for it to turn and track its target. For missiles on the other hand the larger the slower they move. The length of the block will determine its range and accuracy. In case of missiles their lock on maneuverability. There is no drawbacks to this stat, however the larger the weapon the more gunners and mechanics it’s going to require. Once placed in the build mode a new UI option becomes available. In this option you can adjust its fire rate and damage. The higher the DPS the more power draw. Yes with this method one could theoretically make a weapon that uses all their energy in one shot but this would be quite foolhardy. The players will undoubtedly find a good balance between power usage and damage according to their own preferences. These new weapon blocks would not all be available when the player first starts they would have to search throughout the world to buy their blueprints. One for each type of resource and each resource would have a different effect for each type of weapon. Turrets: All turrets would now be independent firing. The player can also scale them increase or decreasing there DPS and power draw. Turrets as a whole should also never cost more than one gunner especially as they get more advanced. As they scale in size though just like the weapon blocks there turning speed and aiming speed significantly decreases thus making them effective against larger slower targets and quite ineffective against fast agile ones. There should also be no arbitrary limit placed on them other than the need of gunners and energy. I would like to see the plus more turrets module completely removed from the game along with the plus energy generated modules or they will be all the player will ever use. 6 Shield generators: The larger the mass of the shield generator the more energy efficient is. Just like with energy management shields should be able to be angled like in the old space games. Once placed a new UI pops up that lets the player set the max strength and HP of the shield for a permanent power draw according to its efficiency. Using the energy management system to shift energy to or from shields causes them to recharge faster or slower. 7 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 should 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 efficiency 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. 8 Resources: I don’t think resources should be so dramatically different and I’d like them all to have their own part to play. I would suggest something like this. Iron is heavy, cannot have a reactor, and its armor is only medium however because of its cheapness and availability its use in kinetic weapons is good. Armor mass energy generation energy weapons explosives kinetic 3 4 0 1 2 4 Titanium is light and all-around balanced in almost every aspect and because it’s slightly more availability it is to go to resource. Armor mass energy generation energy weapons explosives kinetic 2 2 2 2 2 2 Naonite just goes well with all things energy though its armor is poor and kinetic capabilities nonexistent Armor mass energy generation energy weapons explosives kinetic 1 2 4 5 1 0 Trinium lightweight and durable and relatively balanced. Armor mass energy generation energy weapons explosives kinetic 3 1 3 3 2 2 Xanion medium weight good durability but it’s innate properties aren’t the best for energy generation. Armor mass energy generation energy weapons explosives kinetic 4 3 1 1 3 3 Ogonite heavy solid and packs a punch but can’t generate energy at all. Armor mass energy generation energy weapons explosives kinetic 5 4 0 0 3 5 Avorion this amazing new mysterious material is quite volatile and excellent for generating energy however it’s explosive nature means that no one in their right mind would use it for armor or energy weapons in fear that it might explode. Armor mass energy generation energy weapons explosives kinetic 0 3 5 0 5 0 These stats are of course completely my own arbitrary idea and most likely do not line up at the devs in the least bit. But something along these lines would be nice to see. 9 Resource gathering: I’d like to see specific resource asteroids become extremely rare but once found give thousands of materials however also usually having some sort of Guardian. And instead have normal asteroids become the default resource node. As you mine an asteroid it is possible to obtain any material all the way up to Ogonite but mostly you’ll just get iron with a chance of obtaining other resources slightly increasing as you get closer to the core. I’d like to see two new blocks added for this as well. The first of witch would be called the drill. The drill would be attached to the player ship and they would actually use it to mine/drill into the asteroids or wreckage. The bigger the mass of the block the more energy efficient it would be. Once placed a new UI would be available in the build mode to adjust its damage and power draw according to its efficiency. The second the grappling hook. The grappling hook would allow players to attach to an asteroid or wreckage and haul it around enabling players to take asteroids or wreckage all the way back to civilization where they can either be sold to an NPC or harvested for much higher percentage of resources for small fee. And just like it is now larger asteroids can be turned into mines or sold to factions for reputation and money. However to sell them you would have to bring the asteroid all the way into the sector and to a location the NPC denotes. No more of this finding an asteroid floating around in the big black expanse and selling it to a random faction you didn’t even know existed. Harvesting turrets: This is just my own personal pet peeve in my thoughts on how to make the aliens just a tad bit more mystical and mysterious. Mining and salvaging turrets are removed from the game and replaced with a rare drop from aliens called the Matter Disassembleator. Matter Disassembleator uses a massive amount of energy to quickly deconstruct an object gathering its resources. And would have a description something like this. Scientists are still baffled by this amazing piece of technology but they believe it uses some form of frequency to break matter down on a molecular level for easy resource gathering however it does not work on living matter or any material with energy actively flowing through it. 10 Factions: There’s only two major change that I desire for factions on a whole. One you do not lose factions according to how much damage you do! Instead loos it just like you gain it when you destroy a ship. The ship you’re attacking however though if you do enough damage will attack you and all of its friends as well but you will not lose factions unless you actually destroy a ship. Two, more faction distinctions, right now all factions just seem to be one gigantic blob and there’s frankly way way too many of them. I read on a forum post somewhere that the devs are working on this so I won’t spout my two cents. As a far-off distant dream though I would like to see a factions system sort of like freelancer had wherein all factions are intermingled where you might help one and damage your faction with another and vice a versa. I also know that player factions is planned but it be pretty neat if there was some way for a player to join an NPC faction and eventually become the leader of that faction. 11 Aliens: These guys need a complete overhaul. They are what caused the destruction of the entire galaxy yet they’re just a minor nuisance? First and foremost they need interesting ships designed for them. Secondly they need to seem as if they have an active objective. They should be able to open wormholes and appear anywhere. Usually with a small scouting party and once they find a viable pool of resources a battle group jumps in followed sometime later by actual harvesting ships that come into harvest said pool of resources. NPC stations and outposts should all be set up in such a way that they are designed to fend off these random attacks with stationary gun placements and armored stations. A player wondering the vast expanses of space should have to worry about being swarmed if they randomly try to fight them as well. However on that note the player should also actively tried to fight them if they believe they are capable of beating them back because they are typically composed a little bit of each resource and drop interesting loot. 12 Traveling: This is much my own personal preference but I’m a big fan of freelancers and the X series traveling system that consisted of jump gates and traveling lanes. With that in mind I would like to see the player start with no hyperdrive at all and instead transitioning sectors by flying to the edge of the sector and loading into the new sector. Then once the player has gathered enough resources to create a hyperdrive block they can use hyperdrive somewhat normally except it is impossible to jump to uncharted sectors. Which means they will either need to find an NPC that will sell information on the surrounding area or fly to the sectors manually. On top of this hyperdrive should only be able to be activated while in cruise mode. IE: straighten out for your jump for too Hyperspace and don't get hit or your cruise mode will cut out and you wont be able to jump. Also I would kill to see something like these http://media.moddb.com/cache/images/mods/1/21/20312/thumb_620x2000/123301486-4.jpg trade lanes in planted into the game to help with traveling. Just because they add so much depth and opportunities for Pirates. 12 Pirates: Pirates only attack targets of opportunity such as the heavily damaged ship or a cargo hauler with no escort. And they find these targets of opportunity be leaving around little drones. These drones constantly gather information about the surrounding areas and send it to the Pirates if the player finds one they can either destroy it for small bounty or hack it to gain its information. All Pirates should have home bases that are well guarded with gun emplacements and armed stations. If the player finds one they can either sell its location to another faction or take it out themselves for massive boost in fame and free non-stolen cargo. Or if the player happens to be friends with the Pirates through his own nefarious acts he can recruit new Pirates to his crew, sell stolen cargo, and buy information on possible targets of opportunity. 13 Player outposts building: The current system isn’t all that bad however I love to see players being able to create absolutely every type of station including turret factories and research stations and if in planted trade lanes as well. If the energy and weapon system suggested here is also implanted this means the player would also be able to make their outposts quite defend-able even while off-line which would be a great improvement. As it stands right now however there is no way to defend any structure the player makes and that structure stays in game even when the player logs off making it very vulnerable. 14 Trading: The idea that I can pull up to a station and sell a hundred and fifty million dollars worth of body armor to the station just because it has the cargo hold is crazy. No government would ever agree to that! But hey this is a game and its fun. LOL That being said trading in this game is far too easy and for someone who knows what they’re doing they can make half a billion in one run. Which I have done a couple of times. Having this type of excess amount of money completely imbalances the game and if left in place as it is it would also massively damage the entire foundation of my suggestions. A few thoughts on how to negate this is one to have Pirates attack the player when they’re carrying viable cargo. Heck if I was a pirate and I seen someone carrying around two thousand neutron accelerators or proton accelerators I would call in all my favors and gather the largest feet I could to take him down and steal his cargo. Another way to fix this is to have factions have a max buying capital for each station. I highly doubt that any given station would have more than 3-5 million credits on hand. I have much more to say but I may add it later because this is a massive wall of text already All feedback is welcome. Lord Maddog
  21. no there is only one ring. If you have to try and open from another place. After you get Avorion add 1-10 of it to your ship as a hyperspace core and you will be able to jump right over rifts.
  22. THE GODS LISTENED TO ME! <3 What about mining robots? i have tone of them in my invo
  23. I like to see those removed altogether and the hangers Carrier ships the player makes according to size of hanger and volume of ship.
  24. I have over 100k cargo space and a billion things in it and when I pick up a illegal from salvaging it is impossible to dumb! Having factions loos massive faction points for carrying junk is BS :(
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