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cptbetty

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Everything posted by cptbetty

  1. Did a bit of poking around and didnt see anything related to this. Im looking for a mod that i can spawn fighters based on rarity and type. I want to be able to test my ships in creative to know if my hangers work.
  2. The hardest part is completing the ship with the same design across all of it, slowley but surely! .xml will be uploaded when complete so dont worry!
  3. Thats actually a really good and simple idea, i like it.
  4. I decided i wanted to build a big ship thats just ENORMOUS, a Capital ship if you will. Havent thought of a name yet (open to suggestions) but im going to post pictures along the way. I may be starting this a bit late since a decent amount of the skeleton is done. I also added the UNSC Nevada next to it so you can get a idea of the sheer size of this behemoth. Without further ado....I present "The (insert name here)" Update: Heres the main engine im working on!
  5. This is true, i have seen a decent amount of medium ships that do just fine. The whole point of this is that smaller ships suffer from this alot. Im not here to boast about what size of ship i like but rather point out that the game is easier to go bigger than smaller. Personally i prefer bigger ships but i know alot of people who want to stay small and nimble but struggle near the center. You are correct, What i meant was volume which i will correct above!
  6. Its apparently called the "Paladin Battleship" i guess its some sort of 3d model asset for unity engine? maybe that will help?
  7. I added another one, ite the only top down i can find
  8. Im hoping that you guys end up seriously considering and thinking about what ive listed above, id really love to see this game take off.
  9. Yea kinda, im going to post more pictures so you can get a better idea of its design.
  10. Ive been using it for a bit now, its pretty nice!
  11. Can someone please make me a model of this ship? im looking for it to be big, like capital size. Ill link the pictures below.
  12. Ah thank you! this was driving me nuts lol. its not even in the controls
  13. I accidently sent an item to chat so that other players were able to see that items stats, but i have no clue how i did it lol. Anyone know? could be very useful
  14. I feel like Avorion has a lot of potential to be a massive fun game. The ability to create and pilot ships from your own imagination allows players to do as they please in whatever way they see fit. With that said, I feel like there are some serious issues that need to be stated and revised. I know this may be a bit lengthy but i hope the Devs take some serious notes here. Problem: Ship Volume When it comes to ship size, there is a MASSIVE issue present. The current way that the game is designed is to allow more Subsystems(Upgrades for simplicity) based on the ships volume. This means that while you can build big and have massive amounts of turrets, it punishes the players who want to stay small and nimble. Personally, i don't mind big ships and feeling powerful but i know that there is a enjoyment to be found while staying small. The ability to stay nimble and zippy is important in a galaxy where thousands of asteroid are spaced a mere 1km apart at given times. Fix: I think something that the devs should consider is maybe not limiting the amount of turret slots strictly to upgrade slots but rather have it give you X amount of turrets per X amount of mass while still allowing turret upgrades to be added if the player chooses to. Problem: Crew In a game where you are currently forced into a massive clunky ship in order to survive, the amount of crew a station can offer for sale at any given time is absurd. If you're trying to crew a ship that has 1000 crew on it, you need to jump to every station you can find in a 20 sector radius. This forces a grind onto the players that isn't fun/enjoyable at all. Fix: Add Crew Stations or something along those lines. Maybe in Capital faction areas, if they like you enough they will allow you to order larger amount of crew? Problem: Thrusters Now before anyone says anything about this, i am aware that the thrusters have been reworked to be based of of volume and not surface area. WITH THAT SAID, heres the issue. The current stable version allows players to stack paper thin layers in order to buff the thrust in that direction. In the beta patch, thrusters are now based off of volume which means any small ship that is trying to stay nimble gets punished by requiring even bigger thrusters slapped onto their side. There is also an issue here with big ships, as if your brake thrust wasn't low enough on a ogonite/avorion battleship, now you need to have massive protruding ugly thrusters all over it. Fix: Maybe buffing thruster power to a similar level of engines. Problem: Servers This one is going to be a bit long. Avorion has 3 official servers that players can join and do as they wish. If these servers are full (If i remember correct, 10 is the max player count) you need to head over to a privately hosted dedicated server. So what the problem with this..? It doesn't allow the game to be played how the players want it. I will speak on behalf of alot of players in saying that we would like to see a bigger server limit(100-200 the galaxy is a big place) but also maintain server stability. What i mean by this is that if you have more than 3 people in a server currently, good luck doing anything that isnt lagging beyond playable. Fix: By adding bigger player counts, you can then allow the economy to be semi dependent on the players instead of 100% computer generated. Problem: Interaction with other players is poor....maybe beyond poor. The current level on interaction with other friends and players is far from acceptable in my opinion. The other players default relations is neutral which means they show up as purple just like the Xsotan. As far as i can tell, the only way to improve relations with another player is to have them purchase/sell something at a station you have built or vice versa. Fix: Add Factions that players can own, operate, expand, and flourish in. Also add a friends list that will highlight friends with a noticeable icon, color or something. Problem: Weapon Tech determines size Currently with the way the games works, it all comes back to the same issue. Get big or struggle and die while being small. As i previously mentioned with the size issue, the weapons work the same way. The tech level of a weapon determines how big the physical model will show up on your ships. The close to the center you get, the more higher tech weapons you will find. "So whats the problem here?" you may ask, ill tell you. Example: lets take a small frigate sized ship in the Naonite areas. lets say he can fit 10 guns on his ship for the purpose of this example. Lets also say that the average weapon tech level is 20-25. So this little ship is on the journey to the center of the galaxy, upgrading his ship with the next better material while trying to stay as small and nimble as possible. Now hes made it past the barrier and in the 40-52 tech range for weapons. Little does he know that the size of them are ENORMOUS in comparison to his current weapons. Now a tech 52 weapons 9 out of 10 times its just better than a 25 tech weapon, so instantly he will want to equip it. Heres where the issue is, that small little nimble frigate/corvette can now only fit 2 of those behemoth weapons and this isnt because of his upgrade slots not having enough turrets but simply that those turrets are just big as hell. We then make a full circle back the the same issue as ive previously stated multiple times....Get big or get burnt. Problem: Weapon Ranges Currently the weapon ranges seem to limit the players ability to be effective. What do i mean by this? Look at it this way...take a small nimble ships and slap a Chaingun on there(we will say 4km range). That player would be able to zip in, take out his target, and zip out. This is because he is small and nimble. Now take a Battleship class and slap any gun you want on there. His average range is going to be between 2km-6km. Now take that battleship and tell him to close the distance on the enemy while maneuvering through the asteroids and possible debris...it just doesn't work. Look at any other game, they follow a simple formula. Big ship=Bigger guns=More range. This keeps a balance for the big guys since they are not able to zoom around efficiently. Fix: Weapon ranges should be similar to this list (just my thought). Keep in mind that this game is in space where once a round is shot, its not stopping till it hits something. Chaingun: 4-5km Bolter: 8-9km Plasma: 6-7km Laser: 2-4km (Although it is a beam of light after all, it technically shouldn't have a range) Cannon: 8-12km Rocket Launchers: 8-12km(This is also including that they get a speed buff since they are dirt slow right now) Tesla: 1-2km Railgun: 12-20km By changing the average ranges to the following list above, you generate a balance between range and damage. These ranges are also based off of allowing destroyer and frigate sized ships to handle a decent amount of guns rather than just a handful like the current state the game is in. Also, some of you may think that these ranges may be way to high but keep in mind that accuracy decreases with range and will have a higher chance to miss further out. I also feel like there should be some sort of flak weapons to get rid of pesky fighters since they are so hard to target and kill. IN CONCLUSION I can see this game becoming bigger and better as time goes on but there are some massive issues with the core game design and how it was meant to be played vs how it has to be played. I hope that some of you agree with me and id love to hear why/why not. If you think i should add something let me know below. Lastly, i do honestly LOVE this game with 200+ hours played even though i did just hate on it for a couple minutes. (Also i dont know why the 3 lists are below and i cant seem to get them to go away so ignore those.)
  15. Im looking for a cargo barge that has ALOT of storage and functions well. Preferably made out of trinium for the hull. If anyone has one, please drop the xml below! Thankyou
  16. So i may be wrong but what seems to be the case is that the closer you are to the center of the galaxy, the higher tech level items you get back from research stations? Can anyone confirm this? If im wrong, which i probably am, whats the best way to get 52 tech legendary?
  17. For the add crew...is there a way you can make it add actual professionals instead of just regular crew?
  18. Yes i have a sethome script. the problem is that i cant remove it from the server or the galaxy wont launch. so for now the set home script is just a blank lua.
  19. Ive been messing around with trying to spawn these missions with the arguments above. I think that the problem is that i can start these missions but they dont show up in my missions tab. so when i finally have all of the parts and i go back to the "friend", the game doesnt recognize that i have even go to that part of the story and the "friend" just tells me to go find parts again. Ive also just tried spawning the 8th teleportkey with no luck. i tried to use the argument... /run Player():addScriptOnce("story/smugglerretaliation.lua") /run Player():addScriptOnce("systems/teleporterkey8.lua") Im not familiar with the syntax of this but i figured it was worth a try.
  20. This time Bottan didnt even show up when i brought the goods to the location i was told to. serverlog_Tue_Feb_07_12-46-00_2017.txt clientlog_Tue_Feb_07_12-46-05_2017.txt
  21. Im curious if theres just a way to spawn the "Hypersapce blocker" since ive already done eveything else and just do this to continue? is there a way yo add that item to a player as a temp fix?
  22. Heres the other ones serverlog_Tue_Feb_07_02-04-49_2017.txt serverlog_Sun_Feb_05_21-44-26_2017.txt
  23. So im adding 2 of each log. 1 is from when i had the server running for a few hours and the second set is from when i restarted and entered those scripts. clientlog_Sun_Feb_05_22-45-37_2017.txt clientlog_Tue_Feb_07_02-04-54_2017.txt
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