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WSY

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Everything posted by WSY

  1. LOL that would do it. Will the highest difficulty achieve that or are you modding some specific settings? I know someone has said upping the max tech level had the nice side affect of making the ai a lot harder as they overall do more damage, as does the player. Plus the added bonus of larger turrets.
  2. Did you have integrity field gens installed? A block can have 10x hitpoints and if 10x that blocks HP exceeds your total. You would pop.
  3. For number 3 I use salvaging fighters, they will pick them up for you. Otherwise I agree, having to personally fly my star destroyer, or super carrier through each wreck is a little mystifying. Though I have never tried the push or pull beams...
  4. Hi Devious, I am curious, what have you done to help address difficulty on your server? While a friend of mine and myself are having lots of fun, I know if I wanted to power build a death cube I could probably zing through the game but I'm taking my time. I would like to know what you have done to increase difficulty, because while you as the player can make the game as easy and difficult as you want, I would like to see some difficulty that pushes me a little harder and I am curious what options there are without designating hours/days of my time into research. Thanks!
  5. Yes, this is wonderful. I love this game, but I have no idea what the fetish is with all these space games needing to have camo on their heavy armor blocks...
  6. Agreed on the fact that due to avorion universe there is no dysfunction from having guns on a carrier, so in turn every carrier is a battle carrier. What I was trying to get at is a separation of class from size. Size classing could be using upgrade count as a reference such as a 5U (U=upgrade) or 10U ship. Then you have a Classification of role. Such as a Carrier, missile frigate, escort frigate, or Battle Freighter. Using the upgrade count moniker at least gives everyone the ability to quickly assess the expected threat level. It would be easy enough to understand and remember to also see a widespread use. Even to the point that most probably could make the leap of what you mean. Example, browsing the workshop and you see: [12U] Ubrikaan class star fury multi role destroyer. If you have played the game for a while, as player you may figure out what that 12U meant. You then at least have an idea roughly of the ships size and capability. Sure this is not as cool, but functional, which is what the military usually goes for first (sometimes...it is government). Such as BB being short for battleship, or SSBN which is a nuclear powered ballistic missile carrying submarine. (Submersible Ship, Ballistic, Nuclear) - Which many confuse as meaning it is a nuclear capable ballistic missile submarine....the ballistic implies nuclear on it's own. )
  7. Are you including the volume of the space between the slices in those calculations? Because the game won't count those in the volume counter if your relying on that.
  8. Dafuqover: https://avorion.gamepedia.com Widget: Did you have steam authentication on before and now it is not? Or vice versa? Thanks!
  9. Depending what you are wanting the angled blocks for, you could always recede the hangar, with a angle block on each side. This gives the look of the angle hangar you want, just with the actual entrance still vertical/horizontal tucked between the angled blocks. Though this is only a visual work around. If you want angled deployment, then yea, you will likely have to wait.
  10. You have a couple options: 1) You can use the hide blocks option in build mode to try and more easily get to the block you want to replace/repair. 2)The easiest method isyou can go into build mode and click the wrench/repair tool, then repair all at once. This can get expensive but is the most convenient. 3) Go to a repair dock and do the repairs, it's pretty much as easy as 2, but it is a lot cheaper in trade for having to find the repair yard first.
  11. I think we need a new sticky to answer some of these questions, but to answer your, no, slices are no longer as affective as they once we're. Aka - thrust is no longer solely dependant upon surface area. It now takes volume I to consideration.
  12. Ahh, yes there was 2 paragraphs at least..... >:( Sorry, I will have to repost what I typed...
  13. You cannot have those nice round numbers due to the floating point math if I remember correctly. It's why you can scale it down, then up, then up, and then back down and not have any of the blocks warp in a weird way when you resize it again and again. If I am wrong, anyone is free to correct me.
  14. I wonder if as a bandaid to creating systems, you have two solutions that could be implemented from a script perspective. Method A) You have a small chance to get a sector as a star, then when you enter that sector, it will automatically generate 1-5 "Missions" in nearby unexplored sectors. These missions are actually planet sectors. Then when someone hits those sectors it has 100% to create a planet system. (If you have explored all nearby sectors, point to another "mission" that is star nearby with at least one unexplored sector around it?) Method B) Sector as system. Not sure if I like this one. Sectors are typically small 50-60km so far for populated areas. You could make some special super sized sectors, but even then it would be a 100-200 I'm between planets or "planet stations". There is a possible third method, depending on how the game is coded, you could have a chance for a star sector, then it has several gates. These gates would lead to hidden sectors not on the Galaxy map. Each gate would go to a sector with a planet that you cannot hyperspace too. This could be a interesting "lore" of how civilizations found a way to hide planets from accessibility of the xsotan. This would also create contested sectors for player control where they could fortify either side of the gate. This would create a great PVP hotspot. But alas not sure how deep we can go with kind of thing as to me, this game is super enjoyable because the dev took a great formula and ran with it instead of over complicating from the beginning. It is elegant in it simplistic complexity (Yes I know, ). This really has allowed a great game to be born, and while a dev can always improve his product, he has done an absolutely fantastic job with this title. So while there are thousands of suggestions this game to me is more than a lot of us have seen from games that have promised so much and delivered far less than this wonderful title has.
  15. Quick update: High rate of fire.oulse weapons seem to work fairly well. Haven't had a chance to test against a good sized group, but against 3-5 3 rapid fire pulse weapons took care of them fairly quick.
  16. +1 to all. I like the upgrade, really awesome. I think honestly both turret and upgrade options should be available, this allows the player to tweak how they want. I curious what you think about the cost to the upgrade be either a percentage of power or even shields. This way if players create trash mob point defense ships, there is a strong cost to making all upgrades on it oriented to point defense. .65 gw is minor when you get to the point where fighters become a concern. Or if they want to have an all chaingun or pulse weapon ship, it keeps them from stacking more than so many of those upgrades to be virtually immune to fighters. Thoughts? It may just not be necessary as RodentVentura stated it does take up a upgrade slot to begin with and maybe that is enough of a cost. Fighter vs fighter combat. Oh Yes, absolutely yes!! For bonus fighter born weapons vs fighters, what about chaingun and pulse weapons? The fighters could be set to prioritize fighters based on having those weapons, then target other ships as normal. Unless of course you give the attack command. Players would need to know to leave their interceptor/CAP fighter squadrons in defense mode.
  17. To me ship classification is a quick way to summarize a ships size, capability and function, but can be based on perspective too. Because of this I think honestly ship classification can remain unique to different players/factions/fleets for a couple reasons. Except within the same fleet/faction. I watched a show recently where different factions in the show used different classification for similar sized ships. One factions destroyer was proportional to another's cruiser. Or a good example is farscape: skarren destroyers which were a threat to a peacekeeper carrier. The second is there is a lot of implication of function in the "size" classes that have been mentioned. Cruiser Battle cruiser Carrier, battle carrier, fleet carrier, super carrier. Carrier has been said to be bigger on some people's scale than battle carrier, however to me, carrier implies a ship that strikes from a distance with little anti ship armaments on it's own, where as battle carrier implies a ship that is more willing to trade blows, as it is more heavily armored and armed, though usually with the trade off of less fighter capacity. From my pov I would be more likely to see a battle carrier operate independently as opposed to a carrier. Then there is fleet carrier and super carrier, they could easily be one and the same, or as the name implies a super carrier is much larger than a regular carrier, but could perform the function of a fleet carrier. Where as fleet carrier implies a logistical role as well as the pure carrier role and is most likely to be the center of a fleet. (Pure carrier role being the housing of fighter and bombers). This kind of classifying can easily get out of hand to try to get everyone to follow one person's standard. Example is frigate. Patrol frigate Escort frigate Line frigate Missile frigate Drone frigate Guided missile frigate Flack or anti-fighter frigate. All of these could be different sizes, speeds, armaments and defensive capability, but some may approach "typical" light or small destroyer size. For the faction employing them, and someone trained on that factions different capabilities for each class they will know their capabilities, but honestly may not compare directly to their own. Class as model. Common Practice among some navies is to assign a class based on name of the first ship of a specific hull config. Such as Yamato class battleship, named after...the Yamato. Ohio class SSBN (ballistic missile submarine) named after the first of it's class, the Ohio. While this usually refers to a specific hull design or "model" of ship, I know Star trek has forgone sizing classes for the federation and refers directly to the hull types such as : Galaxy class, Nebula class, Nova class Defiant class (This excludes Star trek online game which has assigned types such as, escorts, cruisers, raider, etc.) There is also renown. While not much for real world examples, (there are a few but I cannot think of them right now) this enables ships to become a class all of their own. A great example of this is the Millennium Falcon. Typically a YT-1300 light freighter, if someone's says "Oh Schniz, it's the Falcon!" Your going to treat that ship as a much higher threat, because you know it's modified, faster and more heavily armed than a traditional yt-1300 freighter, and even the crew is as much a credible asset to the vessel as dealing with the ship itself (Though in this case, plot armor), so you know it's captain may pull some crazy stunts (See "Listing Lazily to the left") Because of all these different variances, to me the simplest way to do classification is to keep part of it universal to it's upgrade slots: 1U 2U 3U - 15U. With this, you could say it's a 3U Omega class super carrier, but other players are going to instantly know its capabilities based on that. A 3U super carrier will likely not be much of a match for a 6U battle freighter. Why not weight? Different blocks weigh different amounts, which means different densities and different volumes. You could have two ships of the same weight but one could have an additional upgrade as it consists of lighter blocks as opposed to heavy armor. Why not just volume? You probably could. But honestly 1-15U is simple. If you want to have the greatest number of people adopt something you want to make it simple and easy. I see a lot of posts on here with people referencing the naval ship codes (BB for battle ship etc) but it is going to be hard to get everyone that's not a die hard navy nerd to follow that. Anyhow, my 1.5 cents worth.
  18. Not entirely if bug or expected mechanic as normally player ships cause pirates and xsotan to spawn, not active sectors: I do not get paid for pirates killed in sectors I am not in. I have a small escort ship following a buddy of mine through beginning sector, it kills pirates but no payout. Not a big deal really but something I noticed. RECREATE: Build a secondary ship, give crew, give pew pew cannons, set to patrol while another player mines minerals, leave sector patrol ship protecting other player, Not Profit.... Expected behavior? Bug? Or just me having the problem? Easily resolved if both ships are in the fleet I am guessing. Will try that tonight.
  19. Something that may work: Higher gate fees, like ridiculously high if you are not in the green. As you go green (reputation) it drops to a still high, bit a much more easily manageable level. Maybe 5 or 10k or just 1 or 2k. If not friendly then 20k to 100k. Pirate faction gates or enemy faction option so you don't have to be friendly with them: destroy any stations in the sector and the cost goes way down or disappears altogether. This of course means all gate sector require at least some building, so you can blow it up and not pay the fee. Bonus if player stations only, then payments go to players. Can only work outside the starting quadrant though. Haven't messed with endgame much yet, been having a lot of fun messing around mod to be honest. See what happens when I get there.
  20. 2 ways. 130% of needed mechanics receive a bonus. So you can get up to 130% of your repair speed. Otherwise you can repair using the repair button in build mod....repair all costs a lot when not near or using a repair station. Lastly using a repair station, or of you have second ship with repair beams. Keep in mind, repair beams, and your mechanics cannot replace lost blocks, but repair tool in build mode, and repair yard can.
  21. WSY

    Bug ???

    Check your mappings, check to make sure you don't have something like Logitech mouse software which can assigned number key functions to mouse. Also try shooting and manuevering on your own. If all else fails, map them to 9 so it's on the other side of the keyboard :D
  22. You could see it as rcs ducting through armor. Silly for warships to have exposed manuevering thrusters. Main engines get a pass because it's primary acceleration, though I think they too would likely either be grid, multiple smaller ones, or screened over with armor as opposed to the "place torpedo here" openness they normally have.
  23. Sticky at top of suggestions thread, contains link to page where you find a section on planned features: http://www.avorion.net/wiki/
  24. Well I was playing with research and have a nearly 1k dps chaingun at iron...lol....I am going to experiment a bit against fighters. As people get better with research etc, maybe there is already an answer to fighters and they just seem that strong....I will report my findings in a few days.
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