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Volken

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Posts posted by Volken

  1. Well usually when you use a fixed weapon, you'd expect to get something that the guys using turrets don't have! Maybe some bonuses in range and less power consumption, or perhaps more durability? There best real-world example of this would be tanks vs tank destroyers with fixed guns.

  2. The current meta is to put as many thrusters as you can on your ship, that's why if you force players to put them on the outside you'll end up with thruster-covered ships that look ugly. Thats why i think if you force players to put the thrusters on the outside of the ship you should make them more effective too so they take up less room. To balance that out maybe make them more energy hungry so you need more energy generators if you want a more agile ship.

  3. I actually mixed up engines and maneuvering thrusters. My above comment was referring to engines not thrusters. I think thrusters should stay as they are mainly because having many thrusters outside of the ship looks really ugly (flames everywhere covering the entire ship).

  4. In Space Engineers they fixed that by introducing thruster damage. Any blocks within a specific range of the thruster exhaust will get damaged and eventually destroyed. In Avorion a much simpler solution would be just extending the build radius of the thruster block so it doesn't allow placing blocks right behind its exhaust.

  5. Makes more sense that you'd be able pick up crew/people from lifepods and sell them to the nearest stations or mines as workers/slaves for a profit. That would also allow for crew transports to be a thing. You could move passengers to a certain destination for profit or entirely dedicate yourself to slave smuggling. Or maybe just collecting slaves and making them work for you in your mines! >:D

  6. Again, I'd recommend instead of completely removing it, just change the way it behaves. Instead of making it system-wide hyperspace inhibitor make it a certain area around the ship that has the inhibitor can influence. Let's say you have a small pirate ship, you choose to install a weak hyperspace inhibitor: you get let's say 100 meters area of effect and your weak inhibitor can increases the enemy's hyperspace charge-up by 2 minutes. Now, the inhibitor itself can also last stay turned on for only 2 minutes AND it draws energy so you can't keep it running forever. You have to choose the right time to enable it. Enabling it next to NPCs of a foreign NPC faction will decrease your rep with them because they don't like you inhibiting their hyperspace capabilities.

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