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Falkenherz

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Posts posted by Falkenherz

  1. I was tying to. First, round things are difficult and not very efficient with all those "design elements". Second, it is a pracitcal computer-play thing: Your ship covers up the view on the monitor. In order see most stuff, a triangle wedge shape offers the best combination of view and viewable ship size. As a counter example, an orb would cover a large blop, you would have to aim blindly within this blop´s background.

  2. For me it is the turret modules which I constantly swap out. They only come in when there is a combat which needs a certain amount of firepower. Currently, I am in Xanion area and have 10 lasers with 950 firepower, an obscene amount. For exploring and trading, two of those weapons are already plenty. From then on it is more a question of balancing your energy supply, hyperspace cooldown and cargo/scanner slots.

     

    However, I agree that it would be much less of a hassle if swapping modules would become less obligatory, i.e. not impacting your activity per se as it is right now, but more the question of which style you want to go after a given activity. E.g. small cargo hold, fast hyperjumps vs huge carge and slow hyperjumps.

     

    Maybe a higher number of basic turret slots would already help. Needing more turrents should just compensate for having little turret firepower, and vice versa.

     

  3. Yeah, it´s a nuisance. If salvage beams would just lock on the nearest block. And if they don´t hit that tiny antenna or the block is glitchy-immune, which happens frequently even in manual mode, there could be a mechanism which makes it relock to the next nearest.

  4. Is there some special area where the artifact delivery quest is supposed to spawon. I have checked hundreds of station bullet boards, still nothing...

     

     

    EDIT: To answer my own question, the mission only seems to spawn after you actually do some missions firsthand. It does not matter whether you are friendly or just barely friendly-neutral to a faction, though.

     

    Concluding from this experience, it could be that the mobile merchant with the other artifact only spawns when you do an amount of trading firsthand?

  5. .... aand here the Xanion version. I totally skipped Trinium, jumping far ahead and going directly for Xanion grade salvage lasers from a turret factory. Just two wrecks and I had the minerals to build this.

     

     

    FA82F049172C79BE9AAC86A40DF1BE319C5CFD86

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=856955835

     

     

    F4C04DABF796BFD245AAF6BBD57747ADD9E75752

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=856955894

     

    This ship is sort of invincible, pre-core: Got lucky and found a factory which would make me 10 independend target lasers with 950 damage each...

     

     

    6982BDADAD0F6DAAFF8DCB5CA33D19E377DA4D97

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=856955974

     

    Enterprise_D.xml

  6. The amazing thing about the "Star Trek" spacecraft design is, that it conveniently translates into Avorion as a very efficient layout; there is hardly any need for "design blocks", which don´t have any use besides making it look good.

     

    Here is now my newest naonite version. Whereas the titanium version was mainly built around a cargo hold in the saucer section (very tanky), the naonite version is mainly filled with shiield and energy modules and a thin crew section on top for the good looks. :)

     

     

    C4CEA4A9A1F1295A0E70B6053BCC49808874DBAC

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=855809788

     

     

    CE60A24390F7914167EEFA0070D64CF34B873F9B

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=855809770

    Bird_of_Song.xml

  7. I totally love it. Coming from Elite: Dangerous, I hate so much the time you have to spend in researching virtual trade data. The trade module is such a neat idea and convenience.

     

    Concerning the profit spans, I am sure this can be tweaked. Sometimes, the RNG god gave me sector-internal trade opportunities in the millions.

  8. OMG, I did not realize that sth like this was even possible! How did you do the upper front, it looks almost rounded, and I thought that was impossible. And that slightly separated part upside front...

     

    I want that XML! Hopefully there´s no avorion or ogonite involved?

  9. And there I just wondered whether I should start such a thread myself!  ;) Here is my experience from a non-stop Avorion weekend.

     

    1. Experiment and get a feeling for how the ship builder works and how the blocks attach. Don´t overdesign your first ships or you will feel quickly overwhelmed and uncontent with your first results.

     

    2. Get clear about your "architect´s philosophy"! If "functional design first", what should the ship do for you? If "aestetic design" first: Which shape do I want to create? The final result may be similar, but it helps you on the process.

     

    3. Ships have two (three) important properties:

    a) Mass (i.e. the amount of inertia when maneuvering, longer hyperspace cooldown)

    b) Durabiliy (i.e. hitpoints added to hull, but also of each individual block), and linked to this also function (i.e. more energy, shield, etc., for each "function block"), in short, strength.

    c) Number of module slots. This number raises according to ship volume.

     

    A "better" ships usually means, more hitpoints and more turrets. The former is achieved via high volume and higher tier material, the latter via more module slots where you can put in modules which add turret capacities. Thus, the bigger the ship, the better it is (but also, more clumsy). Thus, again, you aim for highest volume with as little mass as possible, but also need to get clear about how many hitpoints you want in the end. Downside is, the more mass a ship has, the more clumsy it will get. Lighter materials and more thusters can compensate a bit, but hyperspace cooldown suffers.

     

    If you just want to trade, you usually just aim for big cargo holds and a little protection for during the occosional required retreat. If you just want to salvage or mine, a small fast scout ship can do.

     

    4. Understand available materials. Figures are here http://www.avorion.net/forum/index.php?topic=856.msg4709#msg4709

     

    Rule of thumb:

     

    a) Titanium (tier 2) should replace all iron (tier 1), because it is better on all aspects.

    b) Naonite (tier 3) is stronger, but also slightly more massive then Titanium, i.e. it could be restricted to function blocks and armor, where it´s higher strength also increases the block´s functional output.

    c) Trinium (tier 4) should completely replace Titanium and Naonite because it is both stronger and lighter.

    d) Xanion (tier 5) is more massive but also stronger than Trinium, see b)

    e) Ogonite (tier 6) is very massive, and the text hints that it has exceptional good armor blocks.

    f) Avorion (tier 7) is strongest, less massive than Ogonite, so it should replace all other materials, except for availablity or cost issues, of course. However, it could be that Ogonite armor blocks would still be stronger (unconfirmed).

     

    Higher tier material has new function blocks.

    a) Titanium adds generator and integrity field blocks.

    b) Naonite adds hyperspace and shield blocks.

    c) Trinium adds fighter hangar and computational blocks (the latter adds more module slots).

    d) Ogonite does *not* have shield blocks.

     

    5.  Understand each block type and function. Function blocks have very low durability compared to normal blocks (cargo, crew, solar). Armor has 3,5times normal durability. Details see here: http://wiki.avorion.net/index.php?title=Block

     

    Some interesting details:

     

    Best ratio of mass vs. durability for a given volume are cargo (0,3 mass, 1 durability) and armor blocks (1,6 mass, 3,5 durability). This also means, if you just aim for volume, use lots of cargo volume, if you just aim for hitpoints, use lots of armor volume.

     

    Solar and (currently still) thruster blocks get better with surface area, not volume as usual. I.e. very thin large area blocks are most efficient.

     

    7. Each ship has a basic limited turret capacity of 1-1 (+1). I.e. one weapon turret, one miner or salvager or repair turret, and one for either the former or the latter. (I sometimes also get a basic number of 2-2, but don´t understand the conditions). This basic number can only increased via specific modules, i.e. indirectly via volume = module slots.

     

    8. Energy production and consumption must be balanced out. For boosts and hyperdrive recharge, you will need excess energy generation capacity, or the more situational batteries. For recharging batteries, you also need excess energy generation.

     

    9. Have a look on the data about your ship while laying out its functions. Stopping and pitch/yaw thrust are not to be underestimated. The more and larger function blocks you have, the more expensive crew you need. Bring it in line with the above point 2.

     

    10. Ship design should first layout a spine and then get the functions layered on. If want to achieve a certain high ship volume and you can afford it, more volume goes into cargo capability and/or hyperspace reach. Final touches consists of the tuning of thrust and maneuverability. Add some color.

     

    11. If daydreaming during your job, have paper ready. You will have filled out multiple sheets with ship layout and concept art before you realize.  8)

     

    EDIT: Some additions. If ppls find this helpful I could volunteer this text for a wiki-guide?

  10. It´s part of an important questline. I first thought you have to guess whether the first figure is + or - and then go to the according sector coordinates. But, apparently, you just have to collect them until you have a x and y coordinate with the same number (#), e.g. #65 x=265 and #65 y=76.

     

    Beware, though. Quest endbosses are very powerful. >2000 omicron firepower and significant tanking ability are required.

  11. I looked up the list on the blocks´ properties. http://wiki.avorion.net/index.php?title=Block

     

    According to the data, basically all "function" blocks have a (significantly) weaker durability, except for (oddly) solar panels. The only stronger ones are "armor" (3.75) and "rich" (1.5).

     

    Questions:

    Cargo has a durability of 1? I thought I read somewhere that cargo gets stronger walls the bigger the block is?

     

    Stone has a durability of 1? The text hints that it was stronger.

     

    The description of Ogonite strongly hints that the durability for its armor block was even higher?

  12. How about reverting integrity fields to the old "one hp block" principle, but restrain this only to the blocks which are actually connected to an integrity field block? This way, if would make sense to finally also build larger integrity field blocks into your ship, and you would have to think about how and where to put them. Right now, they are just a "nobrainer" pick everywhere and could just be left out, gamedesign-wise. If you want it more complex, you could exempt the integrity field block itself and just bind all connected blocks in one hp block. Lots of tinkering possible like this. =)

     

    I have played Children of a Dead Earth, and the armor principle there was to either only coat one "broadside" which always points to the enemy, or do like the real warships of old a "citadel" on the ship where all vital functions are concentrated and covered.

     

    Right now, I have settled on a "upside broadside" approach, as this is the side you will always show to an enemy while firing. The rest is about positioning and according maneuvering.

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