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StyleBBQ

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  1. Thanks for the tip Masyaka! R-Click over a sector on the map then click "Remember Coordinates" then R-Click again and the "Add Note" option is there. Nice. Now I can mark where the unknown masses are around a sector for future exploration.
  2. Heh, indeed there are Sir! ;D Thanks for the link; obviously no need to merge my comments into that thread as others have already more than amply covered it. And I appreciate your patience and subtlety, especially from a Divine Being ;) I promise I will make a better effort to find pre-existing long running posts about various things and keep the 'wild hare posting' down... really. Just having a lot of fun playing atm so have been spending time in-game rather than a deep read/catch-up with the forums. All kidding aside, that is by -far- the kindest (and seriously subtle yet clear) chastisement I have ever seen/received from a Moderator on any forum! You Sir are very, very well suited to your duties, I salute you! :)
  3. Definately like the idea of interacting with planets with various tech levels & population sizes. I think you're both onto something that combines into an elegant solution; Like the old game Privateer, yay! This had planets and space stations with trade between local and distant systems. Way you interacted was by flying to within, I think 60,000 km of a planet, then traffic control would contact you, you clicked you wanted to land, there was a transition and then you were 'on the planet' inside an airport like huge building, where there were various 'store fronts' to go into like a traders, shipyard, bar, mission board, etc. This let you safely take your time to buy trading goods, check for missions, upgrade your ship, etc. Which is pretty much how Eve does it too, with the addition of you getting a cabin and being able to hangar as many ships as you want too, safely out of harms way. So basically the bigger a Faction, the bigger (or more of) their "home" system/s that faction has, bigger means more of everything, but anything not in local surplus is quite pricey, even if you're in excellent standing. Also (hopefully) could mean that those Sectors/Systems are basically Safe Zones, too many Space Cops for AI pirates to dare but later game a player could choose to if they felt brave. Note: koonschi, I get you don't plan to implement "Planets" as "real" entities; doesn't mean you couldn't fake it though! ;D By that I mean something like the above mentioned Privateer did, and Eve still does with their stations, hmm, heck, like Avorian kind of does! So player gets within a magic range of a 'planet' just a giant round asteroid really, they can then choose to dock. Instead of the text menu we now get, game engine automagically cloaks our ship (so it's safe) and player gets a static background picture of a "Planetary Spaceport" where this background has areas that when moused over options to Enter Traders, what have you, appear, click those, different background, 'Talk to Trade Agent Lindsey Pelas' ( :o) etc. etc. Obviously there'd be lots of artwork involved but wouldn't require all the heavy coding for a "real" planetary experiance like gravity gradiants.
  4. Thanks! For me "Add Note" doesn't show up for sectors I haven't been to yet (guess that makes sense, no db entry for that sector yet), those I've been to have "Add Note" as the 2nd option down (no idea how I've managed to miss this... :P). Actually typing something into the notes field (300 char limit) results in that text showing up below Factories/Stations lines. Useful fer sure. Wish there was a way to simply search all the auto generated & player added text for the galaxy map. Would be nice to simply search for "Steel" to find all the Steel S/M/L factories coordinates (in systems you've been to of course); though would be great to have an option to 'Highlight Sectors matching search results?" ;D
  5. Huh? There's a way to add player notes somewhere...? I'm being serious, is this possible? Please, how??
  6. All valid points from my limited (71hrs) experience. I was really looking forward to the Trading aspect but have hardly done any; it's just too ... painful? confusing? un-rewarding? I loved Privateer and was hoping, that finally, finally, there would be a single player space sim with awesome trading! I think there's real hope for that in Avorion, no question, but it's just not there now. I don't mean to sound negative, koonschi has done a really, truly amazing job with Avorion. Thumbs up! And though I'm not a SW coder, I am an engineer & builder, so compared to Space Engineers, well, hell, I'll bet on Avorian & koonschi -any- day! Saying that because from what I can tell koonschi is a, "Build a solid foundation first!" kind of guy, and that makes for a solid, -expandable- game long term; something the SE Keen folks don't seem to understand at all. Sry, back to the point. I don't know how costly in time etc these are but these are a few I think would help; 1) Implement 'Save Zones' asap. Places not too hard to find, fairly common, server option for On/Off so no PVP exploit. Rationale: If players are logging out, just to log into a Creative world to work on their ship, guess what, they have -logged-off-!! bad! now they can go to dinner, watch TV, talk (ack!) to their kids ??? All of those are un-nessesary! Stay logged into Avorion(&T@#!! --Seriously though, bio break anyone? Escape doesn't halt game running, so not safe to leave. forcing a log out. 2) Get some volunteers to do some -serious- work on the documentation. I've read the Wiki, it's not horrible, but it ain't great either. This is a new game, so lots of new players, that means really clear, and really well written articles answer -many- questions & -improve- new player experience; leading to positive reviews, recommendations to friends, etc. --- I'm not trying to sound nasty here; no question koonschi really doesn't have the time to write it all, he's got a 30hr a day job :o _-BUT-_ somebody/ies need a direct line to him, so they get it 99.8% right the first time. 2.a) In-game "Game Guide". A 'Just the facts Ma'am', pop it open anywhere window of text. -- What's a "Module"? -- What does the "Omnicrom" mean? -- What the -hell- does a Scanner Upgrade friggin =do=?? 3) Add in early, working, decent ship blueprints, so a newbie can actually start to play. Yeah the tutorial is there, and it is pretty decent, but there's no reason not to add a way for someone to literally jump right in. 4) for those who've already 'won'... Well, it sounds like all the Big stuff is already in the works, just not out yet. Didn't hear it mentioned but I'd like to see an Eve like setup of main "Hubs" where basically everything is available, but pricey. And some of them could be Safe Zones where no PVP or Pirates etc. --- I know what I'd like for Mid-Late game is to actually be able to claim a Sector and build up factories and bases... but I'd want to be able to auto protect it myself with large stationary Forts so would need some of the really advanced things that Eve has... sigh :'(
  7. I'd definitely like to be able to search all the sectors I've actually jumped into, no question. Since the Galaxy is Randomly Generated, not sure how anything else could be done; you haven't been there so it doesn't exist yet... But, if it were possible: rather than just having everything 'seeable', I'd like to see a Hints / Maps / Routes system; Hints might simply be added to the bulletin board, like a travelers warning, or News item. Buyable Maps? Traveling Merchants could have random maps. Or Faction maps; you get your standing high enough and you earn a map of that Factions territories. You see a Hauler, you interact, if you're on Good or higher Faction Standing, then Hauler might mention, "We just finished a job for the X Factory / Station in X:Y , nice folks." You're map DB updates with the info, even if you've never been there. So it slowly grows & gives some more life to game.
  8. First post for me in Avorion, Hi Folks! 71 hours in and having lots of fun, love most of the Builder; great work, much better than SE or Empryion. to koonschi's four questions; 1) Yes, kind of. Basically fine with as is, where we can configure within a range. So a Cannon should stay as a long range heavy hitter while a Chaingun is for mid range and a Laser for knife fights. 1.a) I'd vote for an TF/Build option for players to be able to choose if turrets are Independent or not. 2) Yes!! 3) Seems like they should auto size to me... But yes to multiple sizes. 4) Hmm... Would like to be able to Paint, yes. But not the whole thing; let barrels always be a set color, so whole turret can't 'hide' due to paint job. Simple (maybe Patch level?) Turret Factory Weapon suggestion: What if all Turret Factories allowed the player to craft 'Common' lvl turrets, out of the factories built-in inventory of parts? To be clear, these would -not- require user provided 'parts'. And, of course, the factory would use it's distance based matieral tier. Maybe, throw in Faction Standing to be able to get better than 'Common'? Not all the way up to Legendary, just one or two above common...? This would allow standardization for ocd folks. Allow explorer or speed run types to get common, but higher matieral tier weapon, mining & salvage turrets instead of being basically dependent on drops from kills. Second Stage or 'Later Feature' to this could be the ability to "refit" your turrets in -any- Turret Factory. Take your six 'Common' Nanite Chaingun turrets to a factory, choose "Upgrade Turrets" add in more Servos, presto, higher fire rate & possibly higher Rarity. Note that this keeps -in- the benefits of the complex/grind of the 'supply chain' for turret parts; you want the best? Work for it! So, from what I can tell, the above (1st stage) wouldn't require changes to RNG ships, drops, the existing turrets or supply chain stuff, only to the Turret Factories...? Maybe works for a year or so, until bigger & better stuff comes around ;)
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