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Charless

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Posts posted by Charless

  1. Cant wait for combat update 2, however I'm also curious how the weapon designer will work, will you be able to generate custom turrets from every random drop, or will you only make them at factories, will you be able to download blueprints like with fighters, how will barrels work... I'm really interested to see

  2. Hm, mabye Cyka could rename the topic and we make this some kind of collection, I already tried to connect the different suggestions by posting some hyperlinks but one thread would definitely be better. I just didn't want to open another one. :P

     

    I really hope our suggestions are noticed and considered to be implemented...  ;D

     

     

     

    PS: Talking pf hyperlinks, here is another one:

     

    The Q3 Release Date of Avorion

    I could make a google doc where we can put together our suggestions and work on them more and add to it. Then we could post it as one...

  3. Here let me add my suggestion to this, combined I fell this would as well as this suggestion " A Breathing Universe: Making the Galaxy of Avorion Alive

     

    Avorion has the potential to be an amazing game. Every update seems to add another dimension to the game. The combat update most recently showed us how amazing the game can be. So looking forward to the future, here are some Ideas on how to make the universe seem more alive.

     

    Factions: The faction system in the game is already pretty decent. The names are cool, the territory map is cool. The different ship designs is cool. One thing is missing however: Factions seem like massive monolithic never changing groups. Occasionally a massive fleet battle will take place. Two battle groups will clash for control over the sector. There is just one problem: No Matter who wins, the faction territory never changes. And the invasions are just that invasions. They are not part of a larger war for dominance. Here's what I'm proposing: the war update. The war update would add in several key features

    War: Factions would either due to hate or player actions go to war from time to time. During a war factions would launch offensives, counter offensives, small shipping raids and excetera. Merchant ships would be attacked. Territories would change hands and near jump gates defensive stations would be set up. Which ever side wins would engulf the other faction either partially or fully, and sectors decimated by war would be rebuilt. During these wars a faction your allied to would give you a privateer license or give you tasked. Privateer license would grant you license to attack enemy civilian targets without a general loss of reputation, you would also be allowed to keep cargo you take. If you are a powerful enough player, you can be tasked to assault a sector. This update would also include several other features:

    quantifiable fleets: Currently factions have unlimited numbers of ships. Obviously in a war this would not due. So most factions would have a shipyard sector (one if small, multiple if larger faction). Factions would also have quantifiable credits, so no infinite funds, quantifiable resorces. When becoming allied with a faction you would slowly learn the capabilities of each faction. Ships would be grouped into fleets.  This would make factions seem more real. Over time factions would grow. Either from your aid or without it.

    Sector in motion: Sectors devastated by war would now slowly regrow. New stations, mines and gates would be built. Further Selling a mine asteroid to a faction would see a mine slowly be built on it.

     

    Another thing needing improvement is Trade and civilian ships. IRL trade ships don’t follow random routes. They follow trade routes. In game this would be the same. The update this would be included would be the Shipping update.

     

    Shipping update: This update would see the improvement of trade and generally make the universe feel more alive. Sectors connected by warp gates would connect into larger trade routes. These would see convoys of ships like in the game already move slowly through sectors. Carrying specific cargo and selling. This would make trade seem much more alive and really aid in the galaxy being complete. This would also allow a player to wait for a enemy convoy and ambush it reliably."

    http://www.avorion.net/forum/index.php/topic,4487.msg24214.html#msg24214

    Then the game would feel truly alive

  4. A Breathing Universe: Making the Galaxy of Avorion Alive

     

    Avorion has the potential to be an amazing game. Every update seems to add another dimension to the game. The combat update most recently showed us how amazing the game can be. So looking forward to the future, here are some Ideas on how to make the universe seem more alive.

     

    Factions: The faction system in the game is already pretty decent. The names are cool, the territory map is cool. The different ship designs is cool. One thing is missing however: Factions seem like massive monolithic never changing groups. Occasionally a massive fleet battle will take place. Two battle groups will clash for control over the sector. There is just one problem: No Matter who wins, the faction territory never changes. And the invasions are just that invasions. They are not part of a larger war for dominance. Here's what I'm proposing: the war update. The war update would add in several key features

    War: Factions would either due to hate or player actions go to war from time to time. During a war factions would launch offensives, counter offensives, small shipping raids and excetera. Merchant ships would be attacked. Territories would change hands and near jump gates defensive stations would be set up. Which ever side wins would engulf the other faction either partially or fully, and sectors decimated by war would be rebuilt. During these wars a faction your allied to would give you a privateer license or give you tasked. Privateer license would grant you license to attack enemy civilian targets without a general loss of reputation, you would also be allowed to keep cargo you take. If you are a powerful enough player, you can be tasked to assault a sector. This update would also include several other features:

    quantifiable fleets: Currently factions have unlimited numbers of ships. Obviously in a war this would not due. So most factions would have a shipyard sector (one if small, multiple if larger faction). Factions would also have quantifiable credits, so no infinite funds, quantifiable resorces. When becoming allied with a faction you would slowly learn the capabilities of each faction. Ships would be grouped into fleets.  This would make factions seem more real. Over time factions would grow. Either from your aid or without it.

    Sector in motion: Sectors devastated by war would now slowly regrow. New stations, mines and gates would be built. Further Selling a mine asteroid to a faction would see a mine slowly be built on it.

     

    Another thing needing improvement is Trade and civilian ships. IRL trade ships don’t follow random routes. They follow trade routes. In game this would be the same. The update this would be included would be the Shipping update.

     

    Shipping update: This update would see the improvement of trade and generally make the universe feel more alive. Sectors connected by warp gates would connect into larger trade routes. These would see convoys of ships like in the game already move slowly through sectors. Carrying specific cargo and selling. This would make trade seem much more alive and really aid in the galaxy being complete. This would also allow a player to wait for a enemy convoy and ambush it reliably.

     

    (WIP)

     

  5. A dev (or mod?) mentioned that better faction warfare/claiming territories is in the works. Obviously nothing is certain but it's probably not too many major updates away.

     

    Ive also suggested in the past a trade rout system, along jump lanes, this would make the universe feel more alive then random factions, and the completly empty sectors would still have convoys moving through. This would also allow you to set up ambushes on convoys. You would also when you gain your own terretory set up these trade routs.

    Other ideas to set up better more alive sectors is see damaged ships limp off to repair docks to get repairs. Have the Ai use cargo shuttles, and allow cargo shuttles to bring crew and supplies to ships. THis would be for very late in development

  6. I made a video previewing some of what's coming in this update. My first time making a video of this style but it was fun. Hope someone enjoys it.

     

     

    Really nice! How long did it take to shoot down all fighters with those flack cannons?

     

    Do the storage blocks explode if they get destroyed with torps in them?

    whats the max damage a torp can do against shield and/or hull and how long does it take to reload one?

     

    That flack is so cool :()

  7. Agreed. Right now it is best to have all turrets in on section of your ship, facing the same direction, so you can maximize firepower, reazon being low turret count. If we can have Mini-Turrets - ship can get almost full-sphere coverage and still have some concentrated firepower. Maybe make their size to be random and take different amount of slots? Like ship has 40 slots, smallest take 1 slot, biggest around 10-20. This way we can have capital firepower with PD added on top.

     

    what we need, is more system slots and/or specialized slots to allow multiple turret modules per rank of ship size(as opposed to 1 slot = 1 ship rank processing size), otherwise you'll never have enough fire power.

     

    I'd say PD weapons should be able to fit say for Chain guns, with very low damage, four per turret slot. Missile CIWS 1 per slot and flack: two per slot

  8. Have you checked what its braking speed is? This heavily influences the top speed at which AI ships go. I have an AI ship with a braking speed of 1500 m/s2 (yeah I know: lots of Inertial Dampeners and front-facing Directional Thrusters), which uses its top speed of 1500 m/s to zoom around Sectors.

     

    AI ships take into account how long it would take for them to brake to get to their destination and match their speed accordingly.

     

    To test this: put a Velocity Security Control Bypass on a Captained ship, and in Tactical Mode scroll way the way the way out there. I'm talking hundreds upon hundreds of kilometers out. Send it there, and select it. You'll see it constantly accelerating, because it's nowhere near reaching its destination within any reasonable time frame. Once it gets to a point where it will need to start braking, you'll see it drop in speed.

     

    So my tip: if you want your Captained craft to go fast, given them sufficient braking thrust. They can't turn 180 degrees and use Boost to go the other way and force-brake like our player craft can, so they play it safe and go slow.

     

    Ill check into that, do your fleets stick with you?

  9. I like the suggestions, I would also like to see the speed issue fixed. All AI controlled ships seem to have a speed cap. I made a destroyer that goes 1000 (forget what the unit is)

    To escort my cruiser that goes 600. I expected the ships to match my speed and hold with me or slightly behind me. To my suprise however, the ai controld ships which were capable of going twice my speed lagged behind and fell behind. I hope this is fixed soon

  10. Not bug but exploit. A game breaking exploit that last for 2 months.

     

    And still linger nowdays.

     

    And he said i was complaining. Like my opinion are garbage.

     

    Soon he will report me and i got ban.

     

    Sigh.

     

    I never reported you, I was just saying, you have ignored the fact that the game is very early on. If you had a bug to report you could have done it in a better fashion. take the invincible fighter problem: Hey I was experiencing a bug with fighters not being killable, Does anyone else experience this as well? Its making it very hard to play in Multiplayer.

     

    This is constructive and does not portray the attitude you have been bringing.

  11. Still not an update i was looking foward to.

     

    So it still the same for me.

     

    Dude, just stop complaining about everything Jesus Christ man.

    _________________________________________________________________

    Anyway, this update is looking really good

  12. Since we're update speculating, here are some ideas on how new weapons and combat may be balanced/implemented:

    • Overheat and cool down times on defensive weaponry and large coax guns
    • Crew, energy, and/or slot scarcity
    • AA cannons may chew through fighters, but assemblies have improved fighter construction time, reduced resource costs, pilots are more readily available, and hangars can hold/launch more craft
    • Crew losses. Hard to operate all those weapons when the gunners keep dying.
    • Ammunition. When fired, turrets utilize a small amount of resources (probably corresponding to their material). You could put a couple Avorion chain guns on your ship to battle fighters, but that's going to be an expensive encounter.
    • Turrets get dedicated block mounts and can no longer be placed willy-nilly all over a ship. Turret blocks have moderate HP compared to hull and armor, and weapons are easier to blow off during prolonged battles.
    • Directional or limited shield areas. Your ship is no longer a big flying chunk of shield HP. Each shield generator only projects a force field in a certain direction or a certain area, making ship facing and maneuverability more critical to long fights.
    • Weapon status effects. In addition to increased hull, range, shield damage, etc. Guns can also slow enemy ships, deplete power, deal damage over time, add time to hyperspace recharge, and disable auto-turrets for a brief period of time.
    • Electronic warfare. Decreases the accuracy of auto-fire turrets and fighters.
    • Cloaking technology. Get the drop on your enemies and disappear after a hit and run.

    I'm not for the ammunition one, I'm all for more fighters, I believe if we are going to have more weapons the overheat and weapons desplay needs to be fixed, it takes up some of the screen and is ugly AF

  13. I just searched for this exact topic, here's our problem and a proposal for a solution.

     

    Now that we can have Alliance ships, and they can have multiple seats, we want to have alliance members participating with the flagship when possible. However, nobody wants to leave their personal ship behind, or at least they want the option to have a personal ship accessible.

     

    My suggestion is to appropriate available hangar mass for alliance ships to dock/land so long as their mass is under the hangar mass limit. This doesn't disrupt fighter placement, since the hangar mass needs to be in excess of any fighters on the ship. Then we can truly have some alliance class starships.

     

    This would be awsome because it would allow a 15 slot ship and its fleet to also carry a bunch of frigates and smaller ships to be deployed when entering combat

  14. But, considering you CAN kill them with main guns and are FAR less powerfull then bombers in WW2 - they need HUGE buff to be viable, if every ship gets dedicated AA turrets. What I saw somewhere here was the best option - make turret slots a huge number and make turrets take SEVERAL slots, depending on their power and scale. Maybe allow to SCALE ANY TURRET, increasing it's stats, but make it occupy more slots. I REALLY want some capital cannon expirience, with some COAX railguns as well.

     

    I agree, that way you could have say 300 max slots, with AA weapons only taking up half a slot. However you also have a new modification call it FCS (fire control system) this would increase the reaction time, accuracy and range of AA weapons, but at the higher end be very energy intensive. Fighters would also get a buff, say different sizes, bombers would be larger fighters that are slower and less menuverable by nature. But they also have shields and more health/fire power. Fighters would be fast and nimble but also fragile. You could give orders to your fighters to say attack AA weaponry so your bombers can move in. All weapons that are not Anti fighter would have a massive decrease in accuracy, hit probability when fighting fighters. The closer the enemy fighter is the stronger the effect. Or these turrets could ignore fighters and focus on enemy ships.

     

    There would be different types of anti fighter weaponry under each weapon type.

     

    1. CIWS: targets incoming missiles and torpeadoes. Can target fighters but they nearly do any damage.

    Pros: Insane fire rate, accuracy and reaction time, good against torpeodoes, and missiles and light fighters.

    Cons: Short range, and low damage. Bad against bombers. Can over heat

     

    2. Flack cannons: good at taking down bombers and fighters at a medium range.

    pros: decent fire rate, AEO, medium range, good against bombers and fighters

    Cons: slower reaction time and bad accuracy, can damage allied fighters with flack AOE

     

    3. missile battery: placed in line with hull in vls configuration: Amazing at long range ant bomber and slow moving missiles

    pros: Long range, tracking, fires in salvoes of 2-6, good reaction time. Good against bombers

    Cons: bad at close range, can be rendered useless by jamming. Terrible reload.

     

    4: Lazers: Perfict accuracy, however does poor damage

     

    Now for coaxile weapons:

    Here's several Ideas I have:

     

    Missiles: go in vls into the hull of your ship larger the block is bigger the missile meaning larger range.

    Pros and cons: amazing damage and range (almost all the way acros the sector) at larger end but slow and easy to shoot down At smaller end short range but awsom speed.

     

    Railgun: Long charge up to shoot but once fired near infinite range and massive kinetic damage capable of tearing a hole clean through a ship in one shot. But massive energy range from shooting may temporarily take down the shields and leave a ship drifting. Projectile  is very fast but at longer range it can be dodged.

     

    Lazer: A massive super lazer that can deal massive amounts of damage against a hull in a short period of time. However bad against shields and has a massive energy drain, limiting the fire time. Medium range

     

    Ion: Much like plasma this is amazing against shield but does nothing to the hull. when hitting a target it drains their energy for a short period of time, completly disabling the ship. Rendering its weapons useless. Has a short effective range, is increadibly energy consumptive and requires a very long charge up.

     

     

  15. I agree with everything mentioned here, doubly so for the fleet formation customization (say that five times fast).

     

    This lightly touches on something I was thinking about suggesting myself with 'fleet move', But I don't think it's good enough for its own topic.

     

    A "Set Speed" slider would be nice, where you can set your top speed to anywhere between your ships maximum velocity, all the way down to 1m/s, and anywhere in-between (and above, a "variable boost" if you will at the proportional cost of power)

     

    Just because my mining ship is was capable of going 1298m/s, doesn't mean I want(ed) it to all of the time.

     

    In soviet Avorion, Asteroid mine you.

     

     

    This would allow you to set individual ship speeds to all be the same for a simulated 'fleet move'

     

    Thanks for your response :) Avorion always has shined in its sence of scale, everything seems massive. I think the things i talk about here would be for much later on in development. If you think anything should be added pleaser tell me :)

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