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Ravien

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Everything posted by Ravien

  1. The spawn rate is 100% on the 8th jump, assuming you are within the correct distance from the core and you jumped into empty sectors on all 8 jumps.
  2. Stations should really be able to use interial dampeners and gyros.
  3. That is great to know! Thank you!
  4. +1 to the idea of overhauling the turret limit mechanics! This would also open up the possibility of having fewer, but larger, turrets on your ship. Having a ship with a few larger anti-capital weapons and then multiple smaller point defense turrets would be awesome. With the current turret system, that's not exactly feasible.
  5. Avorion lets you build gigantic ships. Gigantic ships *should* have guns of varying types, including point defense. Point defense systems are a major feature in many sci-fi. From the flak cannons of the Galactica, to the PDC chainguns of the MCRN Donnager, to the turbolasers of a Star Destroyer, big ships need a means of defending themselves from smaller ships and torpedoes. Plus it will look really cool!
  6. Looking forward to it!
  7. Well, a wormhole should go somewhere. Whether it goes anywhere useful...
  8. A work around would be to add it to its own group and fire just that laser by itself to see where it is.
  9. Completely agree. Currently I can swap out my ship from mining to fighting with just a few clicks of the mouse.
  10. The devs have said that the next major update is probably going to be focused on combat. Once we get some better balance between the weapons and defenses, that will open the door to being able to make more difficult enemies. I would like to see the option to have progression added to your galaxy to unlock building with different materials. For example: there might be missions to unlock building basic Trinium hull/armor/etc blocks. Then more missions to unlock building generators/shields/propulsion/etc. The missions wouldn't just be combat, but instead allow players to choose how they will unlock things either through combat, mining, trading, or exploration. Combat missions could be attacking a pirate research facility or experimental alien ship. Mining missions would just require you to mine and turn in a certain amount of the resource. Trading would have you gathering a list of trade goods. And exploration could be randomly found in hidden mass sectors, giving you a multi-part mission to track down some ancient piece of knowledge. This would give a sense of progression and stop people from just rushing to the core, while still keeping the sandbox gameplay. Since it would be an optional setting, those who wish to play without it may do so. It would give players a reason to stay in an area of the galaxy for a period of time before moving on. I don't think the solution is making crew more expensive. I agree with making professionals harder to find so they'd be more valuable.
  11. That is really cool! Would be awesome as a space station.
  12. You can create custom fighters so you can already have your own squad of x-wings or tie fighters. The problem with making them actual ships is that would be a HUGE hit to performance. Ships have many more parts to them and all those calculations would melt most computers if you tried to have a hundred actual ships on the field at once.
  13. The weapon damage and fire rates shown on tooltips is after any damage and fire rate bonuses. The +64% fire rate just means that this particular turrets shoots that much faster than the "base" version of the same turret normally would.
  14. My idea was that you should have to complete "research" missions to unlock the ability to build with a certain resource or build certain components with said resource. There should be multiple ways to unlock them, including through combat missions, trading, mining, and exploration. It should also be an optional feature on the game start so those who wish to play without progression may do so. This would slow down the race to the core a bit, and allow players to enjoy the gameplay in the outer and middle sectors of the galaxy. Combined with adding more content such as missions and random events, and it could make the game feel much better to play.
  15. Really cool! I love the internal views.
  16. The DEVs have posted that anti-fighter weapons are in the works. Fighters *should* be harder to hit with main weapons. Hopefully we get some combination of flak, point defense lasers, point defense guns, and anti-fighter missiles. An overhaul of the turret system would be nice as well, some way of adding point defense turrets without using up an entire turret slot would be nice. Maybe anti-fighter turrets would only take up half a turret slot or something?
  17. +1 to the idea of point defense chainguns, lasers/pulse, and flak! I love the system idea too.
  18. It's a 35.4 efficiency turret. The +13% efficiency just means that this particular turret has 13% more efficiency than it normally would have.
  19. THANK YOU for this! I will be trying this in my next game for sure.
  20. Awesome updates! Really excited to build a "home base" of sorts now. :D
  21. If you like EVE Online, I think you'll like this game. Not at all the same genre of course, but as an EVE Online player myself, I do enjoy it. You'll find some familiarities such as the mining lasers and the variety of both viable low-tech and high-tech weaponry. You can also easily mod the game music by adding in the soundtrack from EVE Online (you have to convert it to .ogg first but you can look that up).
  22. Just order repair fighters to attack ur mothership. Does that work now?
  23. Where you place thrusters still matters a great deal as far as your ship's maneuverability goes. You gain more benefit from using directional thrusters placed far from your ship's center of mass than you do from placing them closer, for example. Being able to bury your engines and thrusters also allows for far more creative freedom. It allows you to design ships that look good while still functioning well. Let's face it, not all of us want the entire surface of our ships to be covered in thrusters. :D You can even do things like put thin slices of engines or thrusters to improve the look of your ship, even using a different engine material to change the color of your visible engines or mix/match them, while still using the best material for your main engine that is hidden behind your facade engine slices. Being able to hide your engines and thrusters also allows you to make a ship that you can pretend uses "advanced" propulsion methods that don't use visible engines or thrusters. In the end, regardless of whatever technical limitations are involved, it comes down to a design choice. I think the developers have erred on the side of allowing players greater creative freedom, and nothing is stopping you from placing thrusters on the outside of your ship for the appearance, though I do understand the desire for more realism.
  24. Agreed, but if a free camera mode is already built into the game, hopefully more support for it will be added by the developers so we can get a good cinematic camera.
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