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Sofa

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Posts posted by Sofa

  1. cBFwoQI.png

     

    Welcome to Axis Integrated!

    The Axis Integrated conglomerate strives to deliver the galaxy's first choice in accessible, reliable industrial and mining technology, logistics solutions, snack food, and defense systems. For customers sharing our straightforward, no-nonsense attitude, Axis has provided the following catalog of spacecraft made available to the consumer market.

     

    Axis Integrated: The Center of a Galaxy At Work

     

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  2. When someone's flying around with more loot than they know what to do with, there tends to be difficulty in organizing what's to be sold and what's to be kept. One way of remedying this is a means to mark inventory items with different symbols.

     

    This may take the form of a small tab in the corner of an item's icon. By clicking this once, the tab might change to a star. By clicking again, it might change to a dollar-sign. This way, when sifting through your items at a shop, you have a quick reference of which ones you want to sell versus the ones you want to keep, as these symbols might appear next to the item's name.

     

    Another handy feature could be that, if you attempt to sell a "favorited" item, a warning may be issued asking "Are you sure you want to sell this item?", while a button to "Auto-sell" at a shop will automatically sell items marked with a dollar-sign.

  3. Clanship Mahran-Sekht

    Clanships are the flagship of a clan's principal family. For smaller clans, this could be a small utility craft or corvette. For those which field fleets and have some scratch to spare, these can be battleships and carriers. Most are either the former, or somewhere in between. Much of the galaxy is reluctant to sell decent ships to Khudani, so most of these are salvaged, or consist of cobbled-together parts of whatever the clan in question could scrape together. These are often the precursors for Khudani engineers who produce ships of their own, and few are alike.

     

     

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  4. Attempted to build something that looked decent, fit a theme, and worked well. I've been so hung up on that I haven't even made it to the galactic center yet.

     

    Technically this was a few days ago but I've been spending my days at class and haven't had any time but you get the idea.

  5. Had to start rebuilding in light of recent updates, and because I don't want to have to go sifting around through the guts of my old ships. Here's the starter ship I've cooked up in its basic configuration.

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  6. One interesting feature could be the ability to set your starting conditions in a new galaxy. This might come in handy for players who have a specific way of playing the game in mind. May be only applicable to singleplayer.

     

    Some ideas for different starting conditions (more to be added, maybe):

     

    Default

    "You're a law-abiding citizen without much to their name but some scratch and an old mining drone. The galaxy is your oyster."

    (Default start as currently seen in the game)

     

    The Upstart

    "Your world has just achieved interstellar spaceflight. Starting with basic space infrastructure and a humble collection of sectors, you are responsible for realizing your peoples' dreams of expansion into a dangerous galaxy."

    (Player begins with a small faction under their control)

     

    The Criminal

    "The galaxy has not been kind to you. In your bid to survive, you've made allies in some unsavory circles. The perilous underworld of cutthroats and scoundrels is your home, and your vehicle to thrive."

    (Player begins with some friendly pirate factions; all other factions are neutral or hostile)

     

    The Nomad

    "Your clan has lived adrift through space for generations, and you now find yourself at its head. The denizens of the galaxy look upon you and your kind with suspicion and disdain. It's a burden that won't be bore easily."

    (Hardcore mode - Player begins with a simple ship with crew, and all factions begin neutral or hostile)

  7. I really envy your talent here, I can barely manage to draw cartoon animals and starship silhouettes

     

    It's not talent, it's the result of me spending the better part of 20 years learning to do it. : P

    And if you're envious of that, I can recommend hiring lots of naked people to pose in front of you so you can draw them with charcoal. Or at least a bowl of fruit.

  8. Downloaded, and thank you very much! I'm still so new to the game and ship design in general and I appropriate the advise on the thrusters. Am I understanding that the larger the volume the better the braking effect? Or does increased volume inhibit braking maneuvers?

     

    As far as I know, in the game's current state, thruster effectiveness depends on surface area. So a favorite building method has been building thrusters in banks of thin slabs stacked in different directions (as seen on the Khar-Ashem - feel free to dissect it to get an idea of what I'm talking about). This allows you to have multiple thrusters facing the same way, all packed into a relatively tight space. However, in the beta branch, there's talk of changing that to make them dependent on volume instead.

  9. Excellent work! I'm using your mining ship right now and enjoying it, I'd like to start putting an escort together though. Any chance you'd be willing to share your latest frigate? The Khar-Ashem?

     

    Attached.

     

    There seems to have been a recent nerf to thrusters, and the ship now has very poor maneuverability. I can't seem to find any changelogs referring to it, though, so I'm unsure how exactly to fix it.

     

    Edit: Scratch that, this is only a problem in the Beta. The patch notes for 0.10.3.7509 say that thrusters now rely on volume, and have been buffed, but other Beta participants have been reporting problems with braking thrust.

    Khar_Ashem.zip

  10. These are features that are planned to be implemented some day. Only because a feature is listed here, does not mean it will always find its way into the game. For some features it may take a long time until they will be implemented. Some features may not get implemented at all if the gameplay should develop in a direction where they would no longer fit in.

     

    I have copied the information from the wiki with added emphasis.

    There is no guarantee anything on that list will be implemented. The wiki is editable by anyone and as long as there are no sources, i.e. links to forum/twitter posts from koonschi or other developers, everything on that list could be made up!

     

    This is something very important to remember. Always check the sources or search for them!

    Thats the reason a lot of professors/teachers do not allow quoting from Wikipedia.

     

    Part of why I started the thread - hoping to see if anyone had any more information. Thank you for the clarification, though.

     

    Nothing to speculate about. This will be a block, that provides universal turret/weapon slots aside of using Turret Control modules.

    welp. Case closed.  :P

  11. http://avorion.gamepedia.com/Upcoming_Features

     

    Under the "Blocks" section, there's a feature that simply says "Weaponry System". I remember hearing about a broader array of weapons being made available to players (like coaxial mass drivers and torpedo launchers), but those are already mentioned in the list.

     

    Does anyone know what this means? I couldn't find any information on it, so if someone has any, that'd be greatly appreciated.

     

    I'm especially interested in this because, while this game has become an instant favorite of mine, I've never been keen on the way weapons work. Having to find the right turrets floating in debris fields or shops, then slapping them haphazardly onto your hull, seems fine for when you're still a swashbuckling space adventurer with a homebrew ship and a misfit crew early in the game. However, when you start wanting to settle down and raise a fleet where consistency matters, that tends to stop working as well, and sourcing materials for factories can be a drudgery. This system can be especially inconvenient when turrets tend to pop off if they're so much as brushed by a passing albatross.

  12. Looks awsome makes me think I have to watch 'Homeworld'

     

    Homeworld's a series of games, mang. The original two are available in the Homeworld Remastered Collection on Steam.

     

    As for the turrets they are programming to make them possible, I just hope it will be released soon >:D

     

    Wait, they are? I recall making a suggestion suggesting something like that before, but it didn't get any feedback so I assumed the devs weren't interested in the idea.

  13. when are we gonna get the xml's for the other awsome ships you have :(

     

    that miner you made is all iv been waiting for :..(

     

    See attached file. Also I found out I built it out of scale so hopefully you don't mind.

     

    Shouldn´t destroyer be larger than frigate? In navy its usually the case (US Frigates were usually half the tonnage of US destroyers for example)

     

    I based it off this definition:

    frigate_zpssun4c1j1.jpg

     

    Plus, it seems to me that "destroyer" refers specifically to a relatively small, fast ship used to protect capital ships and convoys from short-range attacks (ie: subs, torpedo boats), while "frigate" has been around for longer, and seems to have had a broader definition between different navies and time periods. So this is just my take, and not necessarily trying to be "accurate" (since, if that was the case, I don't think I'd be using nautical terminology at all).

    Type_1_Miner.zip

  14. Frigate, Khar-Ashem class

    First (finished) attempt at a small, iron-tier capital ship, namely a frigate. However, it's a bit hard to design a warship given the way weapons work in this game (the right weapons have to be found by chance in loot or shops, or made at a factory if you can source the materials, and are quickly lost during a fight), and also it looks like other factions' frigates are significantly larger. So I might reclassify it as a corvette/destroyer, or scale it up significantly.

     

     

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    Also here's how I classify ships, which I might reconsider in order to match NPC factions:

    Corvette/Gunship: Basically just beefed-up fighters; As small and nimble as possible, made to operate in groups to conduct hit-and-run attacks, act as expendable scouts, or provide early game fleet muscle.

    Destroyer: Relatively fast, maneuverable escort craft, used to defend against small craft such as fighters and corvettes, as well as run reconnaissance and patrol with more armor and firepower than corvettes.

    Frigate: Combat workhorse of the fleet, designed with a variety of roles in mind, but intended to be cheap enough to be produced in large numbers, whilst having enough armor and firepower to last in a slug-fest. Also ideal for escort duties.

    Cruiser: High-endurance, heavily armed ship intended to lead expeditions into enemy territory, and quickly respond to threats in one's own.

    Battlecruiser: Cruiser with a focus on heavy armament; Intended as an asset that can bring big guns over great distances with relatively little notice.

    Battleship: No holds barred, biggest, baddest ship one can produce in their shipyards. Heavily armed, heavily armored, little consideration given to mobility. Expensive and highly prized, only used when one means business. Also I refuse to call it a Dreadnought because this is outer space, not World War I.

    Escort Carrier: Fighter carrier designed for mobility; able to deliver assault craft into the fray and stay out of the crossfire, or act as a high-endurance escort for convoys.

    Fleet Carrier: A more serious and expensive brand of carrier, with a larger compliment of fighters, and a greater emphasis on supporting large fleet engagements.

     

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