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koonschi

Boxelware Team
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Posts posted by koonschi

  1. Glad to hear you guys like it :)

     

    It is perfectly clear that the current state is very boring, you start attacking someone, you retreat and have no consequences to fear.

     

    Give faction's (a.k.a. Fractions for Akagetsu) alliances so attacking a faction could have repercussions.

    Allow support from npc alliance members to enter the system based on the amount of attackers (player and player made ships). Since you upset the alliance of the faction already it wouldn't be unexpected.

    Navigation Map coloring based on alliance affiliation.  (maybe use a pastel color or toggle?) You would still need to fly to a sector to tell who owns it but it would give more life to the Nav Map and you could also introduce other mechanics in the future with intell / missions for this kind of information too.

     

    Factions will have territories in the future. Those will be colored regions on the map. I will also introduce an evil-empire-like faction in the center of the galaxy. It's a good idea to make them call for help in their own territory, so if you attack them you can expect more of them to arrive.

     

    Icons for the Nav Map to show what is in a sector after exploring. You could just use letters in the beginning. A for asteroid, S for Station(s), etc.

     

    You can already do that. Click on a sector and look at the top left corner of the map. This will be improved in the future, too.

     

    Upgrade points or Research points for guns that are lesser? A way to utilize the old technology in destroying iron guns you have in your inventory since you are using trinium guns as standard now. Allow the points to be used to upgrade the attributes of a wpn?

     

    I plan to introduce research stations and arms dealers, where you can buy and sell turrets.

     

    Random hostile ships (a.k.a Pirates?) I know this is mentioned in your wiki I just didn't know if this is what you thought as well.

     

    Those will be realized by the scripted events that are to come.

  2. The server log will be moved to the folder where you saved your galaxy in future versions. The temp stuff and game settings are from the client, and will probably remain there, this is common use for Windows games to put their savegames there. They don't use up more than several kB.

    The server data is saved in the folder you specified when starting the server. If you kill the server by closing the console it has no chance to write the data to the hard disk. To do so, you must gracefully stop the server by sending the ingame chat command /stop. Note that this can currently be done by all users, as there are no server roles (like admins) implemented yet.

  3. I've been thinking about this a lot. There are many good reasons to do so, but I'm in the middle of my studies and as soon as I start a kickstarter there would be real pressure to get something going, and I don't need that right now.

  4. Hey there. I see you had a lot of ideas concerning the game.

     

    First of all, there are a lot of parallels between things that I have already been planning. I'll list them first.

     

    • The players will be able to construct their own stations in upcoming versions.
    • I will introduce an energy system. All blocks will drain energy, and you have special generator blocks that produce energy.

      • Different kinds of blocks drain energy differently.
      • Energy is necessary for special actions, like an engine boost or a sector jump.

       

      [*]I will introduce a trading system. You can then get goods like food and fuel. There will be factories and trading posts, you can buy and sell from those, or build them yourself or gather the goods yourself (for example, as you said, by harvesting nebulas).

      [*]Housing blocks will most likely be introduced when crews will be introduced.

     

    For the upkeep system, that's a little complicated.

    Imagine my situation as a game designer/game developer: When introducing such features that create a new challenge, you have to weigh the pros and cons. For me, as I'm the only one developing this game, a huge con is usually when it includes a lot of work, compared to the size of the feature.

    For one group of players this upkeep feature is a challenge because they like micro managing their ship's economy, for the other group it's annoying, because they want to focus on combat or building a fleet.

     

    When I decide to implement one such thing and not the other, I steer the game in a certain direction. So I have to be very careful when I do these things.

     

    But this would not be the main problem. The main problem is:

    If you have only one ship to manage, that would be quite boring quickly without such a micro management system.

    If you have a lot of ships to manage, you have a lot of work to do.

     

    Now, Avorion is meant to be a game where you can have a fleet at some point. If you have lots of ships to micromanage, that could easily escalate into much work, just to maintain your ships.

    When you constantly need food or fuel, have to buy it or collect it, at some point your fleet is large enough so you might end up doing nothing else but maintain it.

     

    You may say "then let's automize it, make so it can manage itself!".

    If you automize it, you will get to a point where you once set up your perfectly balanced ship and then don't have to do anything any more, so the original effect of the feature is neglected completely.

     

    I thought a lot about an upkeep system before (your ships get damaged over time simulating the need to be maintained, or you need fuel, or ammunition) but eventually came to the conclusion that these are awesome feature for a small amount of ships, but not for a large amount of ships.

     

    If you think differently, and the majority of players would like these features, I'd be very happy to know. But think about it first, I don't want to spend time on implementing something that turns out to be a bad idea.

  5. (jump?)Gates for faster travel/longer distance travel in per establish space for long running server - limited to x amount of sector space so that  people don't "build" or find a ton one sector space.(More idea to tie with this)//ignore this if so my bad.

    Planned.

    A way to map special/point of interest

    Also planned.

     

    Ship Schematics(sell/modify) - Maybe link to 3rd party software(Still need to flesh out this idea)

    You mean some kind of exporting your ships to other 3D editors?

     

    If multiplayer limit the amount of fraction created(or people can select a mode before creation ~of course mods maybe)

    Not sure what you mean by this ...

     

    Symbols/Banners for your fleet or fraction

    Could be a good idea, but I need to think about how to implement this.

     

    Community effort to build X feature for the fraction(Apply tax system)

    Haven't understood this one

     

    Color coded fractions hues on the map

    This is planned, yes.

     

    Scan drones

    What do you want to scan?

     

    Rare/Special Loot from space ~ limited per creation(flesh more on this)

    Big transporters with huge loads of loot are planned, is this what you meant?

     

    Special point of interest/resources to control

    Planned.

     

    Warning Systems(like Now Entering X Fraction Sector)

    I think it's more fun to not know what comes and then be like "oh damn better get out of here!"

     

    A player tutorial

    This is planned too.

     

    Thanks for the feedback!

  6. Glad you like it!

    Yes, repairing (partially) destroyed ships and saving the blueprints of your current ship has top priority. It's also useful if you want to create copies of your ship maybe.

     

    The nasty captcha should be off now - thanks for mentioning it, I thought I already turned it off.

  7. You can not rename the user folder (and you shouldn't either, that kills off other programs). You must create a new Windows user who's name does only contain ASCII letters.

    As I said above, support for unicode will be added.

  8. Does it crash when you try to build a ship with material costs > 65k or does it already crash when you only view the ship in the shipyard?

    What does the crash look like?

     

    Does it say "Connection Closed"?

    Do you see a windows error message saying that the program stopped working?

    Does it not react any more (ie the game 'hangs')?

    Or does it simply close itself?

     

    Can you tell me your galaxy seed and the sector coordinates of the shipyard where you experienced the crash?

    Best would be the faction name, too.

     

    BTW: The game uses 4 byte integers for this, so that should not be the cause for the crash.

     

  9. Well, I'd say, we make videos, post stuff everywhere, play together ... Obviously, I continue developing.

    Your video review is doing great, it has over 2.5k views IIRC :)

    I guess videos on youtube and reddit will have the most influence.

  10. I just discovered this game and it show a lot of potential, i cant wait to see future update :)

     

    keep up the good work.

     

    Thank you!

     

    i just got a question: is there a way to add more turret on ship ingame or by modding ?

     

    Not yet, I'm afraid.

  11. I don't exactly understand what you mean.

    I assume now, you mean you installed the game in another folder.

    As stated on the article in the wiki, in the tutorial it is assumed that the game is installed in the given folder.

    If your folder is different you must specify another name.

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