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MrVorgra

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Posts posted by MrVorgra

  1. Adding a large block of rock is recommended, and a few protrusions near the docks, as AI ships tend to fuck up their docking and will punt the station away, so the mass of the rock means less punting, and the protrusions allow for impact absorption.

     

    Yes integrity fields are nice, however they will easily be overridden by a large ship punting the station, so adding small protrusions simple adds points that hopefully halt the AI ships before they hit anything valuable.

     

    Don't build too many stations in a sector, as eventually you gain ownership of that sector, this reduces the amount of AI traders spawning and selling / buying goods.

  2. Fleets are definitly viable

     

    Use them as either distractions or cannon fodder.

    Use them to mop up enemies.

    Use them to defend a sector your mining in etc, or doing other stuff.

    Use them to defend yourself if your going afk and either you dislike auto turrets or don't have any that are worth it.

    Use them to look cool and feel bad-ass.

    Use them to expend your Hundreds of millions of credits.

    Use them to haul massive lucrative trades to make half a billion every trip.

    Use them to clear that 150 ship Xsotan sector because bullshit to anyone who thinks they have a ship that can survive that alone.

     

    Hell, As I type this, my fleet is mopping up the recent Xsotan spawn, while I have a small salvage fleet emptying a scrapyard and browse reddit.

     

    Honestly, they work wonders, kit em out with all your scrap gear, minimal crew, and they do wonders.

  3. I know this does not apply directly to a game with changeable difficultly in single player but it does apply to the non-PvP aspects of multiplayer so it is worth bearing in mind:

     

    http://jeff-vogel.blogspot.co.uk/2015/09/early-access-difficulty-fetishests-and.html

     

    Wow, Ive never seen an example on this scale, this has always been the baine of indy developers, more so since the advent of the early access business model, A similar thing happened with the thrusters for this game, the Developers had an idea that large ships should be slow, a subset of players abused a flaw in the developers design, so once the developers patched this, certain players became very, very vocal.

     

    I fear this will be the case with the difficulty late game, the minority abusing mechanics to become absurdly powerful, consequently complaining without offering anything worthwhile.

     

  4. That would suffice, Currently any form player ship piloted by AI costs at minimum the cost of hiring and pay a captain, Now I'am at the point of easily having some 10million crew pay every 180 mins between all my ships and stations, so a single captain is, well not worth a second thought.

     

    However I am sure that isn't the case for everyone.

  5. Simply put, I wouldn't mind investing in a swarm of disposable gunships/extra large fighters, The main problem being that captains are hard to come by/costly to loose if the ship is a disposable "cannon" fodder ship, it would be nice to see "inferior/Junior" captains that are cheaper than a normal captain and more numerous, however I feel to prevent players just constantly using them over normal captains, these "Junior" captains could be limited in the volume/mass of the vessel they are permitted to operate on a "captain" status.

     

    and to go one step further, there could be "senior" captains that are much like normal captains yet have added benefits, one could even go so far to give these "senior" captains names, these senior captains would obviously be rarer, and more expensive.

  6. The computer cores bumped it up from 7 to 8, unless he changed the stats for the core, Ill look into it soon.

     

    Ive fixed the lower Hangers, it was a few angle pieces and plates of Armour that although didn't look like they affected the hanger, their bounding boxes intersected ever so slightly into the hanger "Clear Path".

     

    Id love tho see your color combinations, The Ivory and Blue sounds nice, I rarely paint unless its to blend, or accent parts, or if it is for glow/hologram, or if the ship look identical to another but has a specifically different setup for a different purpose, that way It's easier to tell apart.

     

    I think you'll find just replacing the Iron cargo with trinium Cargo will improve the turn rates.... The carrier is actually the more nimble of my vessels, if they seem to be stalling or not moving at all then rotate/roll the vessel and it should begin turning quite rapidly.

     

    I've gotten to the point that I don't actually use the large vessels beyond them being a station or primary combat tanks/standoff vessels, I usually have a fleet of combat/Salvage/Freighters/Miners with me to do all the dirty work.

     

    I have also updated the Multipurpose warship.

  7. It's nice to be able to improve turning of the ship and it's braking and all, but I'm not sure the extra blocks was a good idea for Avorion.

     

    there's already 2 types of thruster block and I feel that's more than sufficient.

     

    The new blocks just achieve functions already doable by thrusters, so are surely just adding bloat. Did a little test and found for small and big ships, the gyro and inertial dampener just make thrusters (a neat mechanic of the game) entirely obsolete. There's no reason to mess with thrusters when you can easily and cheaply outperform them with the new blocks.

     

    Would have preferred to see effort go into something like reducing jump calculation times over long distances, as they are absolutely horrendous endgame. (either by modules, a block, or just reduce all round)

     

     

    You havn't tried the new blocks then.... I can assure you they arn't for anything of "large" status, their usefulness drops of exponentially based on volume, by time you get to anything "large" you can expect a 5th of your volume dedicated to these blocks to even achieve a 0.01 gain in yaw/pitch, and the energy drain on the dampeners are prohibitive as this also seems to scale up cubed while the effect scales linearly.

     

    The new blocks open up all sorts of possibilities with design of smaller ships.

  8. They don't boost.

     

    Their top speed is dependent on their brake capabilities, At least it seems...

     

    Design your fleet to have faster jump recharge, and Further jump range then your Lead ship.

     

    occasionally to ships may get stuck together, push them apart.

     

    Don't use "escort me" in combat, they will shoot anything that shoots you, this includes yourself, your own ships, and even your own fighters.

     

    If you find yourself running from fights, then you arn't ready to lead a fleet, Only when you can afford a fleet that will fend off any threat is it really viable to use a fleet, as this allows you to assign to "attack enemies" when entering any sector and then going about your business without fear of loosing them.

     

    When I mean a fleet that can fend of any threat I mean something akin to this - 68Z6T2Zl.jpg

  9. Yep I'm out to agree with you there, Which is great, As I just made a smallish ship without any rotational thrusters because the gyro was sufficiently effective.

     

    I am really happy with this myself.

  10. I suspect a bug, or balancing like you said, to get at least 0.01  pitch/yaw I would be required to place a 1.42m m^3 volume block/12.1kt mass, it was Approx 11/11/11 units in size.

  11. Observations with new Patch

     

    I havn't come across any new bugs, yet  ;D

     

    Inertial Dampeners Vs Directional thrusters

     

    The inertial Dampeners

    - More energy consumption per volume, seems to be near 1000% more

    - More breaking capability per volume,  seems to be near 60% more

    - If you have more inertial Dampening cancels out the equal amount of thrust.

     

     

    Gyro

    - Still trying to figure them out, you need enormous amounts of gyros to ad even .01 rads to the vessel I was testing it on (which massed 0.43Mt) so it could be they are meant for smaller or even larger vessels.

     

    I like the ability to disable/Enable systems, I feel as though the inertial dampeners should seperate flight assist, that way you could disable flight assist yet still have the ability to cancel out the last few .0Xm/s of velocity when needed.

     

    Or a numerical Speedometer so we can more easily manually stop the vessel.

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