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Radagar

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  1. 1. I think so yea, not sure. 2. See your #3. Those turrets are the auto-target and fire turrets. Assign them to a group. Down on the bottom of your screen you'll see the weapon group and a symbol of a mouse, right click that and change it to the target. They'll auto-fire at things in range then. 4. Arbitrary turrets can be either type of turret. They'll show up as an armed AND unarmed slot in your loadout. When you put a turret in one of those slots, the other will vanish.
  2. I've found turrets that do fire two actual projectiles at once. The damage says something like 17x2 on it.
  3. +1 for this. To take it even further for saved designs it'd be cool if you could have like an iron design but when you choose to make it have it be out of a higher tier parts.
  4. My friends and I have been playing pretty much nothing but Avorion since the release and we've come up with some suggestions: UI: Numbers on things would be fantastic, shield, hull hp, velocity, thrust speeds and a vector arrow (the white dots are useful but not ideal) would all be fantastic additions to the UI. Even if they're just options we would really like to have some more numbers available. Also add volume to the building menu so we can see how we're doing working toward another module slot a bit easier. Also: -Easier to see other players, unique brackets or something -If they're friends have them show on the galaxy map -The ability to set waypoints Ship parts: Turrets - I think it'd be neat to have more utility type turrets on top of the damaging options. Things that can drain the battery out of opposing ships or snare them in a gravity well. Amplify the mass so they don't handle as well. Mods - I'd also like to see mods for specific classes of weapons so just adding more turrets isn't the only option. You could have highly specialized ships by focusing on certain weapon systems over others with the benefits and weaknesses that go along with it. The same could be done for mining/salvaging turret mods and fighters. Examples of weapon system mods (could apply to fighter weapons too): Chainguns - Ionized Rounds: Increased +% Shield Pen -% Damage Bolter Turrets - Rocket Assisted Shells: +% Projectile Speed +% Heat Generation Plasma Bolter - Unstable Plasma Matrice: % of damage as AOE -% Rate of Fire Lasers - 0K Cooling System: +% Rate of Fire +% Power Draw Missile Systems - Neutron Payload -% Hull Damage +% Kill Crew Tesla Turrets - Arc Splitter Chains to nearby targets X km -% Damage +% Power Cannons - Plasma Core Rounds: +% Hull Damage -%knockback -% ROF Fighters - Evasive Pattern Delta: +% chance ignore damage -% Damage Mining Turrets - Enhanced Survey System: -% Damage +% Efficiency Salvage Turrets - Nanite Deconstructers: +% Efficiency +% Mod Drop chance Also maybe a better scanning module that can give a bit more information than mass or subspace signature, used in conjunction with the current module for the ranges. Fighters - The current fighters leave a bit to be desired. They're difficult to acquire in the necessary numbers as well as being exceptionally fragile with an unsustainable crewing system. Instant damage application systems in particular are brutal for fighter squadrons. I'd like to see the pilot system changed to that of drone pilots, with the fighters being drones. In this way you retain the requirement of crew for fighters while also making them not suicidal disposable pilots that they are currently. The second suggestion is a bit more involved. Rather than buying individual fighters which can be expensive considering their current disposability, I'd like to see the things you buy as fighter blueprints. So your hangar has a capacity of X and you can construct fighters using credits/resources to fill those slots balanced with how easy they are to destroy. Perhaps a hangar has Y construction slots so you can't instantly replenish all your fighters mid combat. Make it autonomous in such a way that you can design your fighter fleet and the construction auto replaces fighters if you're above a certain resource threshold you set based on your decided fighter fleet composition. Thrusters - I'd like them to be a bit more effective mainly because I don't really want the entire hull to be thrusters just because that's what's required to make a ship not feel like an awful space brick. Even if you cover them with plates currently, the flames still burst out the side so the ship just ends up being a blur of bright flames. It's mostly an aesthetic issue for me. Faction Wars: I really like the idea of the factions warring with one another and choosing a side to work with. When you do it'd be cool if you were gifted the locations of your allied systems and systems of the faction they're at war with. I'm in a few wars currently in which I have no idea where the enemy is located. QOL: Jumpdrive cooldown - I understand why it's necessary but it's also quite long. Travelling places you can spend a lot of time just sitting in empty space watching your jump bar refill. The modules for jump drives are a little out of control with +100% cooldown to jump 3 extra sectors or +100% power draw for 15% less recharge time (Time which will be lost trying to power the now extra absurd power draw.) I've omitted things I know are already being worked on. We are having a blast playing the game and can't wait to see where it goes from here.
  5. I agree, I'd like some numbers too. The color isn't the best way to see direction though (I'd argue it's probably the least useful thing to do so). The momentum indicators are. I don't disagree with you, I'd like a bit more information in the UI as well. But we do have at least some semblance of velocity and momentum indication currently.
  6. 6 - No navigation information. I dont know how fast i go. Or even where(presize manuevering in asteroid field whith pirates). So deceleration is really hard - turning around ship and navigate by cosmic dust. ;) With regard to this one: Top blue bar center of screen shows your velocity as a percentage of your max. Blue means you're facing where you're momentum is and orange means you're not. The effect that looks like a moving starfield is actually your momentum indicator. They are composed of small dots that reduce as you slow down and change direction if you apply thrust that changes your vector.
  7. We've been logging out in empty sectors away from other players, so far nobody has lost anything. Maybe sectors are disabled when you go offline? So if you're in a place away from other people your sector stays frozen until you return. Just a theory.
  8. Ship hitpoints depend on the block types, their sizes and material. Armor adds a lot more HP than hull. Integrity makes blocks indestructible, but as you said that makes armor a little superflous. Armor does protect from penetrating shots, such as railguns though. But we'll make it so that the blocks take less damage, instead of none at all. Yes that change would be what the description alludes to. It would keep somebody from destroying their entire ship by hitting a corner of it too hard. It also makes armor and the like have a purpose because as it stands now as long as your field covers the whole ship you're never going to lose any blocks in combat until your entire ship just explodes. It also makes shields exceptionally powerful because hull damage can easily repair passively under a massive shield. My current ship has ~38k shields and 6k hull. Any collision damage I take is repaired over time and the shield can withstand an exceptional amount of firepower before dropping.
  9. With regard to the integrity field, that was actually the source of his death. I only discovered this after reading koonchi's post in another thread. Basically he'd tired his entire ship into one block with the fields. He barely clipped the asteroid with the end of an engine but it was sufficient force to do his entire hull HP in damage. Without the field he would've lost the engine only, with it his entire ship instantly died. The wording on the field makes it seem like each individual block is stronger, but the reality is quite different. Edit: Also, thank you for the other information. It is quite helpful.
  10. I posted this on Reddit as well. So I've only been able to play since the early access release but it's essentially the only thing I've been playing since then. I'm at the point where my ship is mainly composed of naonite and I'm working on expanding my jump capability. I've got a server set up with 4 of us playing. We're all having a blast exploring and upgrading our ships. I did turn down the collision damage because people were having single pieces break off the ship from a collision and having the whole thing get destroyed. It was discouraging for them to lose hours of mining/building when a single engine breaks off and instakills them. That said I'm having a blast flying around fighting off pirates, mining, and joining in faction wars. I still haven't gotten into making more ships or stations for the fleet, that's next on our list. Questions/Concerns/Bugs: Sometimes the random item generation can get a bit wacky. A laser turret that has scaling energy cost of 10-20x what a normal turret has without an equally substantial payoff. The little bar that tracks the energy escalation actually grows beyond its limits and right off the screen. I don't know if it's intended or a bug. But it makes those turrets functionally useless. It's disappointing as they are usually higher quality turrets. If 40GJ of generation isn't enough to power a 30 damage turret, probably an issue. What is the underlying process behind the research station? I know you put turrets on the left and it outputs a seemingly random turret on the right. Is there a way to control the output? Guide it to higher quality? Or is it all RNGESUS? Turret Sizes, frankly there needs to be a way to scale the size of turrets. I'd really like them to be more proportional with the rest of the ship. That's a minor gripe though, and if there is a way to do it please tell me. If you make a fleet of ships can they jump with you using your range? Or are we capped to crappy ship ranges? Maybe increase the effectiveness/cost of thrusters so you can get the same power with less space. The volume of thrusters I have on my ship while still having it handle like a giant brick is kind of nuts. Plus all the thrusters firing is so bright you can barely tell I'm in a ship and not just a controlled green explosion. Maybe I'm doing something wrong but it currently seems like my entire outer hull needs to be thrusters if I ever want to slow down in a meaningful time. I'd like to see an upgrade type for weapon specializations, stuff that boosts specific weapon types rather than just adding turret slots. Also those turret slot additions are so much more valuable than the majority of upgrade types. Currently I've got a shield booster/sensor booster/and 3-4 bonus turret upgrades. They're just so good compared to alternatives. They're also necessary because the turret damage doesn't seem to scale very much so the solution is just more and more turrets. It takes a really long time to drop a ship with 35k shields/hull using 400 firepower of turrets. I'd like to see more utility turrets too. Like the force turret but maybe energy vampire/gravity well/weapon jamming/mass increaser. Things that do more than just pew pew (not that pew pewing isn't fun) Forgive me if these exist and I just haven't made it far enough. If I join the war effort of an ally, I think they should give me a map of their space and known enemy space. I've helped factions and still haven't the slightest idea where the enemy space is. I feel like that's something they'd share with their mercenary pilots. Also as a tip for people starting out. Kill pirate ships, or at least be there to grab loot while NPC's fight eachother. Pick sides in a war and help, loot all the things. If you just try to mine ore and sell it for cash you're gonna be pretty poor for a long time and who wants to sell the stuff they need to build ships?! LOOT ALL THE THINGS. I really do love the game and can't wait to see where it goes from here. Happily going to continue my quest to build the ultimate combat carrier. I'm thinking it'll be a lot less reliant on turrets and I can really take advantage of those upgrade slots. I almost forgot. Please save the turret group settings over jumps. I have an automated turret group and I have to set them to autofire every time I change sectors.
  11. Hold R while you're placing a block and click the arrows to rotate.
  12. Use independent targeting turrets and set them to autofire. Point ship and watch netflix.
  13. Afternoon folks, I'm new to the forums here and unfortunately missed the Kickstarter phase of the project so I'm currently waiting for early access to start :-\ . I've played the demo a bit and I'm in the planning stage of having a mp server post release. My current hosting service is Creeperhost and I've been working with them to get Avorion officially supported as a server option through their panel. Unfortunately the demo wont work for them but in speaking with Koonschi he's thinking that the actual steam release will be compatible and we'll be good to go. That being said I've got a question for current beta players. I noticed another thread discussing the player caps on servers being low, I'm curious what that number is in the beta and if it's hard-coded or something we can tweak at our own risk? The server itself has access to 5 cores and 6gb ram currently, with options to upgrade if necessary and I'd like to push it to the limit and get as many people in as possible. The other question is that of desire to have something like this. I'll personally be bringing a few friends/family in most likely but I'd like to have a bit more of a living persistent galaxy to play in. Akin to the old freelancer persistent worlds if anyone remembers that stuff. Would anyone here be interested in that kind of thing? Thanks
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