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Brigadon

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Everything posted by Brigadon

  1. Well, actually there is friction in space, in the form of microparticles and cosmic rays. But this would not start causing an appreciable drag effect until you start approaching a respectable fraction of C, which this game does not. Although the damage you take from not having enough mechanics nicely simulates the ongoing damage from micrometeorites and radiation that a travelling spaceship would likely take.
  2. On the bright side, at least we do not have to sit inside of a shipyard's drydock in order to enter build mode...
  3. At the same time, can we change the faction names to something less mind-blowingly tongue-twisting?
  4. dross like that is neither constructive or useful. and i doubt welcome. also born from divisive mmorpg game designers using in-group bias to manipulate player loyalty. game balance and functional mechanics are essential to longevity of a game. since without it the game loses replayability and choice once a set optimum or best is identified. ESPECIALLY for any game that is multi-player in anyway. and doubly important for a game like avorion where expression of player creativity is so important. or people like yourself will be back to complain about 'false choices'. Actually, I completely agree. Crippling escape options only makes sense from a PVP point of view. Claiming that this is 'balanced' as a way of justifying what is, in essence, PVP punishment is rather disingenuous. "Balanced' would be allowing players to use warp interdictors, so that there could be a stern chase before escape, or altering shield mechanics so that larger ships have to have more 'coverage', to improve size ratios in fights. 'Balanced' would be less-expensive fighter mechanics or ways for multiple players to outclass single players. This suggestion would boil down to creating another 'perfect PVP build' designed solely to give players no time between being atttacked and realizing that they cannot win the battle. Ambush mechanics are NOT fun, and discourage new and casual players. "Battle cubes" in other words. Look, I understand how much autistic nerds LOVE to minimax combat stats and create 'perfect builds', but in the process you ALWAYS strip creativity out of a game. This suggestion, while smart and well thought out, comes down to creating a path to Munchkin. Longevity is based on challenge to reward ratio... not 'pvp balance'. And frankly, longevity is really only important to MMO's where people pay for microtransactions or a subscription fee. discouraging new and casual players with Ambush mechanics is NOT a way to encourage longevity or new players. And your comment about 'finding the optimal' while supporting the creation of a path to the optimal is...ironic. Ambaire's comment is not well written or particularly comprehensible, but it is certainly relevant, and under that auspice, it is also useful... in kind of an 'emperor's new clothes' way. This game is, psychologically, more like Minecraft... and ambush PVP mechanics are NOT the path Minecraft took to maximising popularity.
  5. What I want to know is how they made the 'angled cubes' on shipyards, and if we are ever going to get a slanting-cube tool :)
  6. To be fair, I think that the reason impact damage goes right through shields is to give smaller ships a really decent reason to exist... If a battle occurred in an asteroid field, the smaller ships, even with vastly less tonnage, might still have a decent chance. The monster would need autoturrets, and could not easily run to recharge without giving up a serious combat advantage or risking crippling damage. The smaller ships, able to easily avoid asteroids, could use them as cover effectively as well as being able to turn to bring effective weapons to bear rather than relying on much weaker autoturrets. The old rule of RPG's is that defenses should be much cheaper than offense, especially when players are running offense and Defense is run by NPC's. I understand that the OP is discouraged by this mechanic, but without severe impact damage PVP becomes vastly less balanced. ESPECIALLY if 'station' crews are reduced and slot expansion is introduced for stations... having 'defensive' stations nestled among real (or even artificially-created) asteroids would become a real possibility. Which brings up an interesting question.... will npc 'ships' built without thrusters/engines behave much like a station? because I could see building a rock 'minefield' englobing an important structure, with perhaps a couple of rail guns each, as a viable tactic... or does all that rock mass add to the number of engineers you need? Even so, building them as 'ships' could still make them viable defensive structures as long as they don't move around on their own initiative....
  7. right, do we want to field-test this someplace? Obviously, we would have to use NPC Pilots for the smaller ships, but on a creative server we should be able to get a useful method of having tonnage vs equal tonnage with all the wonderful added perks per-ship such as shield enhancers, power enhancers, and weapon boosts To be realistic, though, it would have to be 15 slot monster vs what... 12 slotters? any smaller than that and it might be too big for a server. Because mass-wise it would be what... 8? with no running off and regenerating? Player-created ships or procedural monsters?
  8. Without a way to make some SERIOUSLY dangerous automatic defenses or a way to declare an owned sector with no players off-limits, co-op all the way. It sucks to come back and find a base wiped out. It's no fun for anyone to have your carefully designed stuff all wrecked with no real defense options.
  9. How much material did it have? Would have loved to seen that lol No friggin' idea. I finally got tired of it and left. But I do know that after clearing off just a little spike on the end (Looked like a bridge or something, and the little spike was 3x the size of my class 12 ship) I went from about 20k avorion to like 4 mill.
  10. Hi, I am a Navy veteran, served in...umm...7 actions? retired E8, coxswain and eventual landing officer for amphibs (IRL). I am an old fart :) I was hooked on starmade for years, but eventually got tired of building guns. Now I play space engineers, Empyrion, and interstellar rift...building ships, of course. I build beautiful ships. Not gigantic, not movie or TV show copies, not 5 month projects, but simply medium-sized, beautiful, and highly functional ships. of course, my vision of a 'beautiful space ship' might happen to strongly resemble the bastard spawn of a natural gas refinery getting gang-banged by a pack of angry 1840's steam shovels, or an x-wing that got pulled through a black hole only to impact a wall at mach 3, but to each their own. I love exploiting design tools to make the most interesting, functional, and attractive designs I can... and boy do I have fun with Avorion's unique set of ship design tools! When Koonschi decides to open up the workshop for ship designs, expect to see a LOT of me!
  11. I tried to salvage a broken ship in the galactic core, that was so large it literally took me like 2 minutes to fly along it's length. after sitting down to have lunch while leaving my autosalavagers burning, I came back after an hour to find myself surrounded by dead ships, and the big wall of avorion had not even reduced it's bar by a visible fragment.
  12. shields being the real factor of ship size. See, here's the thing... That 15 slot monstrosity, if it were mounting the same sorts of weapons as (approximately?) 35 5 slot ships, would probably never do any real damage... because 5 slot ships can mount enough shielding to easily play 'pop goes the weasel' with thrusting. But that 15 slot ship has so MUCH shielding that all of the 5 slot ships, combined, will probably never have the combined strength to overcome it's regeneration. I think it would be an interesting test... a fleet of players/NPC's with a combined total of one monster ship. I get the weirdest feeling that the monster ship would actually lose.
  13. Among the Xsotan especially, A particular ship design keeps frequently recurring that is staggering in it's silliness and irritation factor. A long, thin ship, that with the slightest touch of any weapon starts spinning at about 600 rpm. Not only is this ridiculous in that it would paste anyone inside at about 200 G's, but also even if you pound away at the 'center strut', those two little pieces of crew quarters take more damage than most smaller ships with ease. The irritation factor is through the roof. Is there anything that can be done to prevent such a ridiculous design being spawned?
  14. Having a camera block is actually a pretty decent idea.
  15. I have a nice purple trading system installed, but I just cannot seem to 'get it'. If i find something with a lot of volume, I just cannot find a buyer anywhere.
  16. Hundreds of Millions of credits? The most I have ever had is 40 million, that I blew on trying to get decent salvagers. And that took literally dozens of sold asteroids. I have a ship with 14 1000+ cannons for direct fire, 4 500+ 40% salvagers, and about a dozen lightning guns on auto, made out of avorion... I am lucky if I can keep myself in the black at ten million. (also 5 squads of mining fighters) What am I doing wrong? should I replace the mining fighters with salvage fighters or something?
  17. I kinda like 2 or 3, but like the poster before me said, I like the idea of changeable menu turrets where you place... say... a block to determine the size of the Turret. That way you could still go with the diablo-esque outfitting, with customizing (Hopefully better customizing) at turret factories, no over the top time investments, and yet you could pick your size and Aesthetic. Given all things, you might even make it like fighter bays, where you could add more weapons to a particular hardpoint so those gigantic guns actually do something. But I really like your weapon models, and while the size is clearly subject to change, I don't want to lose what you have already made... If you have a cuistom weapon in mind, perhaps you could allow people that 'want to go deeper' and design custom weapons the ability to do it at the turret factories? Or make a custom Turret factory that players alone can build...
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