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Worm

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Posts posted by Worm

  1. I've came up with few ideas how to improve existing mechanics and make them more usable in general

     

    1) Player station visibility and event frequency

     

    Decrease event frequency / Scanner jammer - topic here

     

     

    2) Factories produce same amount no matter where they are located

     

    Currently this encourages players to make factories further from the core not closer to it, as it produces same amount of goods regardless of the distance (and enemies are much weaker on galaxy borders so a single trinium/xanion-tier ship can easily protect the factories).

     

    Add a hidden produce multiplier as it should produce faster while it's closer to the core (yes, this might not make any sense though it should scale the risk vs rewards balance)

     

     

    3) Stations do not produce while out their sectors

    Self-explanatory.

     

    Do not enforce this on every server, but rather add option to servers to allow running station producing logic with option to adjust how much it should generate goods when player is not in the sector (1 - base amount, 0.5 - half speed generation, 0 - none) to prevent getting 100% goods w/o any risk in some cases.

     

     

    4) Allow ship upgrades being mounted on stations

     

    Self-explanatory.

     

    Perhaps increase volume required for each upgrade slot unlocked (and possibly make upgrades half-effective while they're mounted on stations )

     

     

  2. Or just build few AI miners ship, that will work too.

     

    common\Avorion\data\scripts\lib\turretgenerator.lua

     

    This script handles all's turret damage, you can add multiplier to damage for the miner in line to generate more powerful turrets

     

    Starting from line 16

    function TurretGenerator.generate(x, y, offset_in, rarity_in, type_in, material_in) -- server
    
        local offset = offset_in or 0
        local seed = rand:createSeed()
        local dps = 0
        local sector = math.floor(length(vec2(x, y))) + offset
    
        local weaponDPS, weaponTech = Balancing_GetSectorWeaponDPS(sector, 0)
        local miningDPS, miningTech = Balancing_GetSectorMiningDPS(sector, 0)
        local materialProbabilities = Balancing_GetMaterialProbability(sector, 0)
        local material = material_in or Material(getValueFromDistribution(materialProbabilities))
        local weaponType = type_in or getValueFromDistribution(Balancing_GetWeaponProbability(sector, 0))
    
        local tech = 0
        if weaponType == WeaponType.MiningLaser then
            dps = miningDPS -- * 1.5 -- if you want to make mining laser 50% stronger, remove first comment
            tech = miningTech
        elseif weaponType == WeaponType.ForceGun then
            dps = rand:getFloat(800, 1200); -- force
            tech = weaponTech
        else
            dps = weaponDPS
            tech = weaponTech
        end
    
        local rarities = {}
        rarities[5] = 0.1 -- legendary
        rarities[4] = 1 -- exotic
        rarities[3] = 8 -- exceptional
        rarities[2] = 16 -- rare
        rarities[1] = 32 -- uncommon
        rarities[0] = 128 -- common
    
        local rarity = rarity_in or Rarity(getValueFromDistribution(rarities))
    
        return GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material)
    end

     

    I've added a comment inside

  3. Regarding autorestart script for server inside the in game script:

     

    But putting server restarting script into the server itself is a bad design. There are tools that allows you to schedule tasks on most OSes. Using external scripts to manage server is easier to use and to configure, is more secure and more fault proof.

  4. The damage done by shield-piercing weapons is IMO too low to have a significant effect against a ship (unless someone makes so detailed ship that you can destroy individual parts per shot), though thanks to the last update it can be used to disarm shield tanks.

     

    Still, I'd pick shield over hull any day.

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