Jump to content

MoreChainguns!

Members
  • Posts

    81
  • Joined

  • Last visited

  • Days Won

    6

Posts posted by MoreChainguns!

  1. I just don't like it. Period. For players that don't play on servers (like me), the main selling point is... pointless. Hah. Anyways, the direct control I had over my ship's operations was a HIGHLIGHT of the entire game. Being able to slap around some pirates and then send in my salvaging ship to that specific sector was incredibly convenient and just really fun.

    In my opinion, they should bring back the old system in tandem with the new, because I can for sure see potential with the new one in certain situations; namely, once I reach the point where I have more ships than I know what to do with and it would be a chore to micromanage every ship. I can see exactly what the devs were thinking there, and it's brilliant, just... not to low-level players. 

    There's my two cents. 

    • Like 2
  2. I haven't played more than 5 hours, but I already kind of miss the old system of directly commanding a mining expedition sector-to-sector. It wasn't an issue at all, and while I appreciate the prompt for how many resources are actually in the area, I feel like it's a non-issue that didn't need to get fixed.

  3. Perhaps not, but I think that a naval academy should be a very expensive venture whose captains are a few times more expensive than the norm, but grant much better bonuses. Also, they should probably be very rare for the AI to have. Here's my reasoning: Having singular captains at each station (or sector) is a way for the game to (gently) restrict fleet growth early-game so that new players don't found a million ships and then get bankrupted by crew cost, IMO. They can if they try hard enough, but if they do they probably have a fleet already that needs captains.

    • Like 1
  4. 12 hours ago, iPersons said:

    I also had an idea that other factions would be inclined to expand territory and gain influence. It would be cool to see territories condense into fewer, larger nations that would give the player more of a run for their money in case of conflict

    That would be cool, in the main iteration of the game and in this mode. My happiest memories are those of supporting my faction against the vicious aggressors surrounding them.

  5. 7 hours ago, iPersons said:

    It might be useful if your HQ doubled as a space warp detector (may need satellites or ships that have that function in future) which can track fleets in or around your territory.

    That sounds awesome - especially having a sort of central HQ from which to manage everything.

  6. Honestly, this is a great option in two ways:

    a.) It's appealing to players who specifically want to embark on an empire-building adventure (and so might draw players in), and

    b.) It would be easier than most things to code, mainly because it's just increasing an integer here, and adding some randomly generated stations / ships there.

    By the way - You're envisioning this as more of a standalone mode, right? A box to tick at the start of the game, when you create a new save?

    I'd recommend adding a stipulation: "Not recommended for players who have little to no experience with an RTS playstyle".

  7. 5 hours ago, Blackhorse_Six_ said:

    How big is a sector?

    vs

    How big is a Solar System?

    I'll give you an answer:

    Sorry, it takes eight hours for a radio transmission moving at the speed of light to reach Earth from Pluto, and since that's where I have my summer home, you'll have to wait a bit 😉

    Oh, how's this for a fun fact: Astronomers have been using the same acronym to remember the star classes since the late 1700's: 'Oh Be A Fine Girl [and] Kiss Me', plus those other 2 letters.

  8. On 7/19/2021 at 8:48 PM, Travis said:

    Hi all,

    I go by Sleepless Knight as per my steam account.

    Veteran Space Engineer. Avorion newbie.

    Made the jump in part due to the July sale, but mostly due to the features: huge scalability, customizability, and fleet focus 

    Fleet focus is basically the whole reason why I got into this game... That and the greebling I can to to my ships ^^

  9. On 11/18/2020 at 11:07 AM, Atomik said:

    Overwhelming the PDCs, couldn't this be done with multiple launchers? My meager empire just finds torpedoes too damn expensive to use, so i have not tried mount, say, ten launchers on a ship.

    I think you haven't made the right investment, i.e. a low-tier Noble Metal Mine mid-way between the Barrier and the edge of the galaxy in the same sector as an NPC station and a bunch of cargo fighters that continually sell to that station. I've got one of those things, and it alone has made me ninety-seven million credits just with default production speed and 3 fighters. So for me, torpedoes are easy to buy - and considering the cheapest are around 5,000 credits, the price of 'Petty' System Upgrades, I can get around 20-40 and spam them as I please.

    But I've never really relied on torpedoes, mostly because of their unreliability and the hassle of a.) lining up a shot and b.) prayers that they will actually point in the direction of the target and not in a random direction.

    Compared to a single broadside from one of my Konigsberg-class Light Cruisers, which can fire indefinitely, and also take out any pirate ship in one hit. 

    Torpedoes are still worth the investment, though, especially if you're either feeling vindictive or if you want to kill enemies fast. Unshielded enemies in particular. 

    They work best as a finishing weapon, launched at a ship which is low on HP and probably has no PDC's left.

     

  10. 1 hour ago, FuryoftheStars said:

    Yeah, sorry about that. 😕  I tend to get wordy when trying to give examples to help convey the idea. 😛

    I would suggest simply referring to something already in Avorion with just one word or two, which gets the idea across with brevity.

    Like how I compared your system to simply another tab in Equipment Docks, or basically just an expansion upon the '[Pirate faction] Traitor' random encounter.

  11. 1 hour ago, Blackhorse_Six_ said:

    Too deep in the weeds ... Let's not ruin a great simple game by making it "just like That game" ...

    It is a great simple game; however, looking into this proposal, it only seems complex because of the sheer volume of text.*

    If it were implemented the only difference in gameplay to currently would be:

    1.) You find a special crew member with nice stats (just percentages) and a random name

    2.) You decide whether or not they're better or worse than your current setup, no different than selecting turrets or managing buy/sell prices in trade

    Honestly, it would spice things up a bit to have 'Pirate Traitor'-esque missions more often - and this whole feature could just be turned on/off upon start anyway, negating worries of overcomplication. Even if it were on by default, it would be take-or-leave, just like when you dock with an Equipment Dock for some cheap turrets and see some hundreds-of-thousands-of-credits item that's way above your bank account, or even a cheaper upgrade you simply don't have to take.

  12. 2 hours ago, Blackhorse_Six_ said:

    I couldn't possibly imagine that some other human might just want to conquer the galaxy ...

    Nope, not at all ... Absolutely beyond the realm of possibility ...

    Once I reach the center, all my allies will be the only AI factions that will not be subjugated 😄

    Can't I just board the stations of AI factions and have them produce goods for me? Or do I have to re-buy them?

  13. On 7/6/2021 at 4:27 PM, russweis said:

    I understand the point of gathering reputation to get cheaper prices and better sales from equipment docs etc. But what is the point of fighting against other factions. I do occasionally see one faction warp in and blow up a station or 2 before getting wiped out. My only issue is I don't have a reason to wanna ally with anyone or go to war with anyone. It seems like the gameplay element is there but without motivation.  I can't help but feel like I need to go to war and to kill my allies enemies. However I do not know who their enemies are. I just feel like there needs to be some kind of motivation.

    To be honest, I don't see why you'd want to go to war/ally at all. It does happen to feel like that, but besides a lot of fighting (and I mean a LOT), you can just stay out of the way of that faction, or warp in and claim they fired the first shot before you wipe them out. I've got one faction that I'm at war with and could pirate all I wanted to, but I'd rather wait until my allies give me a privateering license 🙂

    To be honest, I'd rather have it that way - except if they wanted to shake things up in boring ol' sectors, I'd recommend on difficulties higher than 'Normal' they actually bring in overwhelming forces and you have to participate in the defense of the system.

  14. 9 hours ago, Mr. Waffles said:

    Yeah it really comes down to whether or not the juice is worth the squeeze. I just thought I’d suggest it because it sounds like a nice addition.

    I suppose it does.... But there are plenty of other things to salvage (i.e. enemy ships you destroyed) or enemy stations after a raiding expedition.

  15. So...

    Since this is most likely a bug (which I've never encountered), I won't be able to give exact advice. The best I can give you is restarting the save, the game, and your computer, in that order, and then jumping Lady Adventurous in and out of the sector a few times. Failing ALL that, I'm afraid you'll have to dig deep into the files of the game to (justifiably) cheat your way out.

    One thing that messed me up the first time I did this mission was that I jumped Lady into the wrong sector. It's pretty easy to do, and the game doesn't give super clear instructions sometimes, so...

    Not sure if that will help, but that's the best I can think of off the top of my head.

  16. On 6/14/2021 at 9:58 AM, Mr. Waffles said:

    How are container fields not dead? You can salvage them manually. How is that any different?

    You can distinguish whether or not something is 'dead' by what shows up in its profile when you select it with middle mouse button. Each container in container fields will have a faction name as it's 'owner'; salvageable wrecks and the like will be labeled simply as 'wreck'.

    Sure, you can manually salvage them, but... salvage lasers (or any lasers, for that matter) work and do damage to anything, living or dead.

    The only difference is that a hunk of inactive metal doesn't care about being salvaged, and an active, crewed ship does.

  17. This is a legitimate concern- however, I believe the way the salvaging system works is… well.. Ships can only salvage objects that are dead. Containers in container fields are most definitely not dead.

    If you really want to clear container fields, I suggest constructing a ship that has a gigantic scoop on the front, scoop up all the containers, and then take another ship and shoot at them when they’re all together in one place and up against the big scoop; that way, they won’t spin away.

    If you don’t have the resources to build a giant scoop, get a turret (preferably a laser turret) with Independent Targeting, then tell it to ‘Attack Target’ and select each container, one after the other.

     

  18. That sounds really cool!

    And it wouldn't require much to add a new station - just a big hologram with a Red Cross emblem on it.

    Maybe destroyed ships of any faction you can send a Boarding Shuttle to in order to extract wounded, and then, if you bring them to their faction's hospital, you get a credit reward per crewmember?

×
×
  • Create New...