cy414
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Posts posted by cy414
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-- the ability to draw a framework of a basic shape automatically from smaller blocks. with a resolution slider to determine the size of the blocks making up that shape.
this would allow people to easily create 'round' ships, or create diagonal planes of given ratios.
if for example they wanted to make babylon 5 or an imperial star destroyer.
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good point. maybe determine acceleration and speed with 2 equations for surface area in direction X block depth in that direction?I agree. It might also be necessary to add a safe-guard into the formula, that would prevent overly flat thrusters with workable volume, such as an exponential reduction of thrust if the thruster face is too large compared to the depth of a block in the same direction. Still, it might over-complicate stuff.
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since there seems to be some buggy inherent drift introduced no matter what way you go about flipping/rotating a ship, especially when high mass & speed is involved, can actual retro-truster engines be added?
since i for one dont like getting slammed sideways into an asteroid on my right by some strange way momentum is dealt with
also, could a the distinction between engines & thrusters be changed so that thrusters reach max thrust (near)instantly, while main engines have a ramp-up curve? having each block different block consume different amounts of power could also be a trait.
thrusters = use their base power
engines = have a base power, an active power use level and a then their boost power with the draw increase
retro-engines = have base power, and active power including the draw rate increase.
this to simulate the difference between a chemical rocket for thrusters vs an atomic engine for main drives, while also preserves the concept of using thrusters or rotating the ship since it becomes a trade-off between power-use vs the cumbersome nature of very large ships.
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i read that thrusters are getting changed to volume rather than surface area, but could a combined system be used?
if it was a system that was volume x surface area in a set direction for acceleration and volume x block depth in direction for top speed it would add in interesting twist to designing that wasnt driving players to either stack for surface area or make borg cubes for volume.
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This accomplishes what you say but simultaneously gives players something to work towards and removes the maintenance grind.
thats why i suggested that if you have less than 250k that crew pay only be a % of what you have. since at that point you could go off and do whatever you want at any time and not end up sliding backwards.
since its not difficult to make 3 or 4 million an hour once your fleet is established.
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basically dual/quad chainguns with a small aoe like in galactica.
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i want a block to provide an extendible docking boom.
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structural integrity field will let blocks take 10x(or close to) the normal amount of damage needed to destroy them. colliding in a way that will destroy a block which can technically take more damage than your entire ships hp pool will cause your ship to die from the collision.
as an aside though. it seems that if your ship has the higher mass/volume the crash will do more damage to the target than you.
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it can feel a bit punitive at times i agree.
a system where crew pay was x% of current funds if you have less than 250k in the bank, rather than a set amount would make things a lot easier for people who just want to roam aimlessly for a while.
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would be nice if the timer on wrecks was tiered.
wreckages with less than 1000 of x resourse despawn in 15 minutes
wreckages with between 1000 and 40000 of x resource despawn in 45 minutes
wreckages with more than 40000 of x resource dont despawn
map object wrecks that are "just there" but not in scrapyard, no timer until damaged by player.
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--checkbox for "exclude rootblock from drag select".
--button for "paint all selected"
--function to scale already set blocks(would make scaling ships up or down sooo much easier.)
--button for armour plating a selection of blocks with a set thickness of armour.
--checkbox for "aggressive merge" that will cause the blocks to be moved a small amount to ensure they combine.
--move blocks by holding M and clicking direction arrow(like holding R for rotation)
--heat-sink block
--the ability to set "hardpoints", or have "hardpoint blocks" that clip into a surface by design, for both armed and unarmed turrets. that will mean you just need to double click inventory to mount turrets rather than manually position.
-- set turrets on edges of two blocks, provided the two surfaces are level.
--curved blocks(a game called robocraft had blocks only curved on one face. maybe that would work here?)
--sliders for ;
hull hp
shield hp
power generation
power storage
maximum velocity
added to shipyards.
--build queue added to shipyard(if it exists its not very apparent)
--checkbox for "professional crew" in shipyard
--checkbox for "conscript crew" in shipyard
---separate checkboxes for boarding parties & security when they are added including "penal legion" option.
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By default resource laden asteroids will respawn via this script 2 to 8 minutes after they are destroyed. This script will have no effect on sectors without resources in them.
I'm not sure how this is related to this thread, but this functionality is something that I really want. Is this a mod?
https://www.avorion.net/forum/index.php/topic,1034.msg8426.html#msg8426
i think this is it.
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Oh, and then there's how there's currently no way to obtain a permit to haul cargo like guns or warheads legally. There should definitely be a way for a player with excellent relations with a faction to either purchase or earn permits to haul cargo like that. We see other merchants haul such cargo all the time.
that and the number of available resource scarcity missions that ask you to haul this cargo for that faction.
admittedly, i havnt taken any of those on yet.
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i know there isnt a seed in player ships.
i was just hoping ther'd be a way for the game to approximate a seed that resulted in ship pattern similar to the players, so that the ai could learn ship design from encounters to improve itself.
since you could literally make each game you played unique due to aspects of players ships getting communicated by factions.
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would be nice if the build mode had a 'snap to edge' feature.
or the ability to highlight things and click something like "align to standard (X.X) grid"
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~~assign a material designation for the ship's type.
Ir for Iron, Ti for Titanium, Na for Naonite, Tr for Trinium, Xa for Xanion, Og for Ogonite, and Av for Avorion.
Then, assign a number equal to the number of system slots and add it to the ship's type.
Last, pick a class name. What we've actually been discussing in this topic are ship types/roles. A ship's class is actually specific to a particular build.
Now, put all that together in this order, ship class, ship type (material code)-(system number), ship role.
So if I had an Avorion tier warship that had 12 slots and I wanted to call it the Warspite class it would be a Warspite class Type Av-12 Warship.
that is actually a remarkably robust yet concise system.
i hope this gains traction as the system to be used.
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would there be a way for shipyards to decode a seed for player designed ships?
or at least something close to them?
this way players could easily make variants of their already designed ships.
the AI could even copy them to deploy similar designs in some future update where the ai could be taught to generate more effective ship designs based on experience.
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as it stands, scanners and the mods based on them seem to have really small ranges.
would it be possible to change it so that target objects had a detected range modifier?
so for example, your scanner says its only 5km range, then that would be the range it detects the smallest things possible, but, a massive object in the distance could still be detected outside that range on account of how big it is.
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cant say my harem is quite so impressive, but i had similar, less polite feelings towards pirates whos ships take all of 3 seconds to destroy.
ambushes dont work when your foe is significantly stronger than you AND you spread your forces out so much they cant even focus fire as a group.
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would it be possible to set this to clear and preserve wreckage based on a resource threshold?
this way any just the low value trash gets cleared, but at the same time it could be set to preserve wreckage over a set limit too.
mod request: organise guns by type in build inventory
in Mods
Posted
can anyone make a mod that will allow grouping guns together by type?
as much as grouping them by material helps, it'd be a lot easier to re-arm ships if the different turrets where in their own groups.
ie weapons (> subtypes maybe subtypes too?), mining and salvage.