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rooky

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  1. I was just looking for a mod to change cargoshuttle limit, thanks to this i changed the setting myself. Only increased the limit to 48 to test how it affects performance. So far i cant see an impact, but im at the beginning of my plans. I want to setup a production line in one sector, and it would be impossible to function properly with a shuttle limit of 20... I am asking myself if there is someone with more experience who can tell me something about limits and performance increase in large scale builds. Thanks :)
  2. Did i miss something or is the mod just not working with any available game version? I dont use any other mod this is actually everything i need.
  3. well this also happens when travelling trough gates. so it can be that the requirements for the jump are not met, but there is a bug i can confirm it.
  4. I can confirm that in beta are still gates leading to the core. I had some SP games and different servers. Maybe i have luck but i always find a gate leading to the center very easy. Easy way to find them is too look out for green blips on both side of the core rift that are close to each other. Mostly you find a gate through the rift this way very fast. But this has nothing to do with the normal rifts i think. Its just how the factions are generated. Probably it need a code to prevent generating gates through the rift.
  5. Well after many hours in the galaxy i want to submit some feedback, suggestions and foremost much needed features. I´ll try to keep it simple and start with the last what i have experienced. And in advance, excuse my english, probably it is poor at some points. Currently im flying around near the core and try out some stuff i´ve ignored earlier. Mostly turret and station building. I have a big problem at the moment. The reason to found a station was the need for a storage for collected ressources. I wanted to combine that with my first own production so i choosed a solar powerplant. Now i have a solar powerplant s with a storage, but the problem is the way to tranfer stuff. I have some thousands goods on my ship and i have to click for each piece... wtf? Even the produced stuff would be transfered this way if i dont want to buy my own stuff... :D So this is the first request for much needed features. Improved UI for transfers. We need a way to set numbers for transfer. And if we are on this point, also fighter transfer. I know there is a mod, and i know this is already on the plan but we (I) need it soon. The next one is the number of crew a station needs. 200+ mechanics on an unmodified power plant? Rly? lol That means station building is currently actually not really possible without an out of sector system. If i leave that place for longer time the station will produce nothing but costs hundrets of thousands to millions... So til we get an OOS system, pls disable crew costs for inactive stuff, i mean even for ships. Having a fleet and stations is actually almost impossible right now just because crew costs and the lack of extended control. And if you imagine what it takes to get a crew for a station together... damn... :D And if we talk about fleets... I started a new game a few times. I like to build a dedicated mining ship and let it work as long im in a sector. Actually i wanted to have a mining fleet. But there are lot of problems with more than one following ship. First one is the lack of a formation. Following ships ram each other which is pretty stupid... And if you use gates only one ship will follow the other lose track. Also there is a need for more specified orders. Its not useful to have a mining ship as escort if you run into enemys, it is annoying when they start to run on the next enemy and take damage. For such cases it would be very useful to have specific options for the behavior we can set for ships. I mean there a two different types of ships in general: civilian and military. There is a lot you could do with those differences. I have many ideas but as long i dont know which way the game will go i cant say much about this. There are too many different ways to handle it. Next point is the sector map. I like the idea to control ships like in rts, but is it really necessary to let us scroll to enter the sector view? Shortcut pls! It takes too long to switch between sectorview and shipview if you run in trouble. And there is also a need to change the angles in that view. The overview is pretty bad in general and you never now which direction you actually looking at, which is pretty annoying. Also i hope there is something planned for a radar or gravidar, you could combine it with some blocks, radar blocks to increase the scanning range or something. There is also much potential in it. It is a bit illogical to have unlimited view on ships but only a few km to highlighted asteroids. It actually makes no sense that mining tool, in 5km i can see every asteroid easily without such a tool. So imho the whole scanning features dont really fit together. Next one is combat and turrets. At the moment autoturrets are not useful, they are weak and the target logic is incredible bad. Mostly my turrets aim at different targets. I suggest a whole new shipmenu to set up turrets and also remove the auto turrets in general. Instead it could be solved with crew. If you want an automated turret you can change it in the new menu but you even need more gunners. Simple, effective and much more fun to play with. And to have groups for turrets is great but i would change it. Groups should be limited by shipsize or maybe some new systems. Then there should be settings for each group like: closest, weakest, strongest, split, concentrate, current enemy target, and so on... At the moment it is annoying to play with them, so i dont use any autoturret anymore, they are just ineffective. Extended ship settings. There is a need for specified settings for ships. like attack movement, emergency jumps, trading routes and so on. First one, the attack movment is important and depends on how the ship is build. Currently all ships, combat and mining vessels circel around targets and therefore they are mostly ineffective. Often i want my ships to face the target and stand still. For small attack vessels it could be useful to circel around a target and show it a specific side. As example a side with better armor and where the guns are. I often cant watch how my miners work and jump in and do the job myself as long there is no enemy, because they need more than double the time i need to scrap down an asteroid. It would safe cpu time and collision risk if miners would work static. And if i think about the large ai miners i often see, stuck in asteroid fields... Trading routes will become very important. I guess there are already many ideas about it so i say nothing more. Ok this is all for now. That was the most important from my view. My conclusion is: The game is very promising in general, a very good mix of features from games i´ve played earlier. I can clearly see the influence of some titles like "X" or "space engineers" and i really like it. But there is so much to do, many features are unbalanced or just poor at the moment, if i just think about stuff that is already in the game. But i can imagine there is much more to come in the future, depending on how the developer wants it. Personally im one of those people that are sad about Egosofts X series and how they did the last title. I like complex games, and in Avorion there is very much that reminds me to X3 and it could be developed in that way, i would love it. For now i cant really continue playing the game because missing functionality. I´ve seen almost everything you can do with a single ship. Playing with stations or fleet is not possible so far because the lack of important features. Even fighters are not really useful by now. But i see the potential behind all that stuff and look forward for what is coming.
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