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xisec

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  1. LA QUINTA ALIANZA.

     

    Escudo-LQA.png

     

    We (LOVELY_CALF, Plaka, and me) have started up a new discord servers as main operations center for an avorion alliance of spanish-speaking players. We would like create a little community and a powerfull ingame alliance to play online, together.

     

    I know that the Avorion community is not too big like in other games, but if we achieve to create a nice group of people, we think that could be a nice experience.

     

    Anyone (spanish-speaking or not) is invited to our discord server:

    https://discord.gg/eNPsJDk

     

    We have also created a little lore for the alliance. Here is the google translated version, sorry xD:

    https://docs.google.com/document/d/1qYXFDO6uUFsr7dvR2CJWpNHUT1Tox9eV0cWlmEVN_3w/edit?usp=sharing

     

    Now, allow me a bit of spanish please  🙂 :

    ------------------------------------------------------------

    ESPAÑOL:

     

    Una tresena de jugadores (LOVELY_CALF, Plaka y yo mismo) hemos decidido crear una alianza para jugadores hispanohablantes de Avorion. El objetivo es hacer un poco de comunidad en discord y crear ramificaciones de la alianza en los servidores más estables del momento en los que vayamos jugando.

     

    Si queréis pasaros a echar un vistazo o incluso a uniros a la alianza, aquí estamos:

    https://discord.gg/eNPsJDk

     

    Un poco de lore:

    https://docs.google.com/document/d/19WgdUOx_fMpZ-tDzVQTu9vSuJxyw-fkJZ0oPaWzazZk/edit?usp=sharing

     

     

    ( Tags: Alianza Avorion Español )

  2. From my xp:

     

    1) There's no "armor" or "damage bonuses". All the damage numbers are flat and are applies as such.

    ... Except when mining/salvaging.

     

    2) The extra damage is gone. But AoE and block pierce exist.

    If your ship had 1000 layers of 1HP blocks, it would take a lot of time to drill into it with slow-firing weapons.

     

    3) Let's say that shooting an enemy ship with 20-30 lightnings (or railguns) took off 95% of their shield. After reload, another shot would take the remaining 5% of their shield. All guns fired at once. Those 5% will stop the whole burst. If all your weapons would hit at once and reload, it's better to fire them in groups.

     

    Oh, I see.

    And here there is a mate that says that the IFG not only multiplies the block's health, but also spread the damage if the piece is destroyed (which is most cases is a bad thing, in my opinion):

    00P0ZCbASaeT0KEI_agLoA.png

     

    So if I have not IFG and I hit an asteroid at 5000km/s, I only will break one of my pieces and I will not dead? :D

    After testing it seems that it is not the case. Maybe the collision mechanics are different?

     

     

  3. Hello guys. I am interesting in how the game health mechanics works. I have a lot of doubts, but the most important are this two:

     

    Question number 1:

    The damage taken does depends of the piece beaten? For example, if someone hit me on the generators, do I receive more damage than if someone hit me on the armor?

     

    Question number 2:

    If someone hits a mall piece of my ship with a huge damage, what happends with the excess of damage that exceed that little piece health?

     

    I have readed this two posts that contain information about this issue:

    https://steamcommunity.com/app/445220/discussions/0/135510393198186982/

    https://www.avorion.net/forum/index.php/topic,2219.0.html

     

    If you have any other information, I would like to know it too :)

    Maybe we could make this post like a summary of the health mechanics and then put it into wiki  ;D

     

    See u o>

  4. First of all, I would like to say that I love the last movement update (inertia, gyros, and so on). It creates a nice range of movement opportunities and fix some other issues. But, along with that nice update, other issues was highligned.

     

    What is the issue exactly?

    It is simple: thrusters do not thrust our ships forward. The forward thrusting is disabled for them.

     

    It is this really a problem?

    OMFG OF COURSE:

     

    a) It causes balancing disorders.

     

    At first, I would like to make some differentiations about efficiency:

    [E1S] "Efficiency in one movement sense". Has into account the force that a type of block can perform (per volume, mass, and other considerations like energy, and so on) in one determined movement sense.

    [E1D] "Efficiency  in one movement direction" (or axis). Has into account the sum of forces that a block can perform (per volume and so on) in the two different senses of one direction.

    [EAS] "Efficiency in all movement senses".  Has into account he sum of forces that a block can perform (per volume and so on) in all different senses of all movement directions.

     

    Engines, for example, have one high E1S but low E1Ds and lower EAS.

    Inertia have high E1Ss, high E1Ds and high EAS.

    Before the last movement patch, Thrusters had a higher EAS, and even a better E1D than Engines (and pancakes, maybe, even better E1S).

    I hope I had managed to explain this correctly, because it is important for this part and other explanations.

     

    Some thrusters are more eficients (in terms of EAS) than others. Directional thrusters on axis X and Y contribute with N thrust in the two movement senses, while the directional thrusters on axis Z only contribute in one movement sense, so it is half as efficient. This way, give to our ships backward thrust is a painfull waste; and for braking, inertia dumpeners are much better.

     

    b) It causes a common sense distorsions, confusing people.

    Why can we not build a small ship (like a drone) with only thrusters? If we build it, we would find that it moves backwards, sideways, but not forward. It has not a lot of sense.

     

    c) It is not only a practical issue, but an aesthetic one. On my point of view, this forward thrust exception breaks the game symmetry in many ways. It is Ugly. And I don't know why, but humans (ones more than others) have symmetry in a high esteem.

     

    Solutions:

     

    0) Thrusters should be able to forward thrusting.

     

    And then, tune and balance as desired; the movement system is much more easy to balance now. However, I think there is not much threat of thrusters to become more powerfull than engines, replacing them. Anyway, I will leave here some balance ideas:

     

    1) The main idea is that engines increase the max speed, while thrusters do not do that. This would be a main incentive for using engines. Thus, the thrusters EAS and E1D over engines should not be a problem. A ship with thrusters is agile, while a ship with engines is faster. The only thing that is common sense, is that engines should have a better E1S than Thrusters.

     

    2) To incent the engines use, if needed, its max speed function could be soften a bit (from current blue line to something like the bad drawn red line, for example).

     

    usV1ZLllRhigSHs16zLcBg.png

     

    3) And about the current balancing, I find thrusters a bit underpowered to move our ships horizontal and vertically.

     

     

     

  5. Expected Behaviour:

    -According to the mouse steering movement style, the player hasn't to press the oposite key of the ship's current movement sense to brake (it brakes automatically). BUT he can do it, and he presumably will do it if he desires to continue accelerating in that oposite sense after braking.

    -For example, if my ship has inertia dampener and thrusters, and I am moving forward to +z, and I want to change the ship's movement sense to -z, I would be able to press the "s" key to perform that maneuver. During the braking time, pressing "s" key won't have any effect, because the inertia dampener and thrusters activate automatically, but after braking, being pressing it will allow me to accelerate to -z without delay.

     

    Unexpected Behaviour:

    -If I press the "s" key during the braking time, the inertia damapener does not activate (only thrusters does).

    -So to perform the maneuver efficiently, I have to wait (not pressing any key) untill the ship is still, and then, press "s" to accelerate; which is not intuitive nor coherent with the mouse steering movement style (and creates a maneuver delay).

     

     

    ***

    This occurs in any active change of sense (x, y, or z axis).

    I have not tested this behaviour with keyboard steering movement.

     

    See u  ;D

  6. Holograms are like non-psychic blocks that will break if they lose their anchorage.

    And you can't attach regular blocks to them.

     

    All right till here.

     

    But... we are able to place weapons on hologram blocks!

    And weapons neither have colision.

     

    So we are able to do things like create an aura of hologram blocks arround our ships, attach some vigilance towers (made of hologram too, of course) arround the ship, and place our weapons there.

    This way we have a lot of range of vision to our guns, and they will be very difficulty to destroy, because to lose them the big aura have to be unatached from the ship (you have to be nearly dead).

     

    Do you think that this mechanics are intended?

    Do you think that this makes sense, should be fixed?

  7. First of all, I would like to advice you that my english is not the best, so my apologies for that :)

    -----

     

    SUMMARY:

     

    1) The formula to calculate the increment of the hyperspace range for each group of hyperspace cores of the same material is:

    100000%29%5Ccdot%5Csqrt%5B3%5D%7BV%7D%20%29

     

    or, which is it the same:

    gif.latex?%5Cbg_white%20I%20%3D%20round%5B1%5D%20%28K%5Ccdot%5Csqrt%5B3%5D%7BV%7D%20%29

    with:

    Naonite K= 1,45597631      http://prntscr.com/hp8plk

    Trinium K= 1,666669836    http://prntscr.com/hp8psz

    Xanion K= 1,907852049    http://prntscr.com/hp8q24

    Avorion K = 2,499968584  http://prntscr.com/hp8q6x

     

    legend for this and other formulas:

    I = increment of hyperspace range

    V= total volume.

    K= some numeric constant.

    round['x']() = a function that rounds the number at 'x' zeros: if 5 or more, rounds up, if not, rounds down.

    M= a number correlated with a material: it is 6 for Avorion, 5 for Ogonite, 4 for Xanion, 3 for Trinium, 2 for Naonite, 1 for Titatnium and 0 for Iron.

     

    2) this advices for formula seeker players:

    1- Danger, THIS DEVS ARE EVIL and can introduce some random changes to formulas just to mislead us  ;D

    2- Try to find some kind of introduction of the famous constants into the formulas in order to fix/tune them.

    3- Use functions like round() and truncate(), because devs usually use them.

     

    -----

    BODY

     

    I have started to try to investigate some formulas and mechanics for this game. I started with Integrity Field Generators and the Crew Quarters formula, and yesterday I started with the Hyperspace cores.

    First of all, I wanted to find out the formula for calculate the increment of hyperspace range provided by the hyperspace cores.

     

    After a lot of time watching and calculating numbers in a spreadsheet, I figured out that the formula to calculate the range for a particular volume of a particular material of hyperspace core was:

    gif.latex?%5Cbg_white%20I%20%3D%20round%5B1%5D%20%28K%5Ccdot%5Csqrt%5B3%5D%7BV%7D%20%29

     

    I started to calculate the K for each material: naonite, trinium, xanion and avorion. The successful values were:

    Naonite K = 1.4560      http://prntscr.com/hp808d

    Trinium K = 1,66666    http://prntscr.com/hp81lv

    Xanion K = 1,90785    http://prntscr.com/hp82dq

    Avorion K = 2,5            http://prntscr.com/hp82dq

     

    Comparing this numbers, I realized that there was a progression:

    i_MzREdsRW_8ystMcOQZ3g.png

     

    and, if ogonite hyperspace cores would exist, the progression would be clrearer:

    x8nL_veDTl60A9HXWNgkNg.png

     

    And then I asked myshelf, why that 14,47% extre for each material?

    I figured out that 1/7 (seven, because there are 7 material) was 0,1428571429, so I though that I had found the logic of the number.

    I could calculate, then, all the Ks from the Avorion K, that was exactly 2.5, and create an unique formula:

    7%29%5E%7B6-M%7D%7D%29%5Ccdot%5Csqrt%5B3%5D%7BV%7D%20%29

     

    This formula also gives us a new calculable K for each material (except for Avorion, that it is the same):

    Naonite K = 1,458333333

    Trinium K = 1,66936875

    Xanion K = 1,910943102

     

    Have you seen that they are a bit different? yes, they are.

    And the worst of all: the numbers fails sometimes  :(

    But why? it is a really nice and rounded formula!

    Here are the errors:

    Naonite: http://prntscr.com/hp8fep

    Trinium: http://prntscr.com/hp8fl0

    Avorion: http://prntscr.com/hp8fsp

     

    Then I thought... Are this devs evil enough to add some random numbers to formulas just to mislead the players? Is this possible?

     

    And I started to play with the numbers to find somekind of patron trying to fix this...

    And I found this encouraging thing:

    (this are the results of dividing the "experimental Ks" by the "calculated Ks"):

    l5yULRikQ3CS115u9DmNIQ.png

     

    Do you see that? 1.62, 1.62... It is Phi? Phi divided by 1000?

    Then I figured out this new formula:

    7%29%5E%7B6-M%7D%7D%29%5Ccdot%5Csqrt%5B3%5D%7BV%7D%20%29

     

    And yes! the numbers were very accurated...

    This are the results with the new calculated Ks:

    Naonite K= 1,456007726    http://prntscr.com/hp8kfc

    Trinium K= 1,666701252    http://prntscr.com/hp8kmh

    Xanion K= 1,907883465    http://prntscr.com/hp8kyc

     

    But have you seen that right? It still failed at highest numbers... :(

    I started to play with numbers and Ks again, and I saw this:

    tMILeYknT7et6Cwqwdi9LQ.png

     

    I said: why not? lets try with pi.

    And new formula:

    100000%29%5Ccdot%5Csqrt%5B3%5D%7BV%7D%20%29

     

    After this, the numbers were accurated in all cases:

    Naonite K= 1,45597631      http://prntscr.com/hp8plk

    Trinium K= 1,666669836    http://prntscr.com/hp8psz

    Xanion K= 1,907852049    http://prntscr.com/hp8q24

    Avorion K = 2,499968584  http://prntscr.com/hp8q6x

     

    ---

     

    I have thought that, maybe, the way I have found to solve this formula could help other players to find/solve other ones.

    I will also add this formulas to the wiki, as well as I have made with the IFG and CQ.

     

    See you guys :)

     

  8. Thanks for providing the server hosting docs.

     

    I am following your instructions, but my winrar is telling me that the server installer zip on mediafire uploaded  2017-01-25 13:21:19 is corrupted. Is the zip file size really only 682 Bytes?? And it contains two files -- "avrion_installer.txt" and "Naggerknife's Server Installer.bat"

     

    Yah its small! Its just a custom ".bat file" setup to automate the install process. Its been downloaded over 1000 times so I'm assuming its working for most. If issue persists let me know.

     

    Also corrupted for me :(

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