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Ulrich_Rüstungjäger

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Everything posted by Ulrich_Rüstungjäger

  1. I believe the repair fighters only work of they are ordered to attack the mothership. I do not think that captained ships have the ability to attack themselves. I agree that repair fighters should have different AI from standard fighters, but this makes me wonder how much would need to be changed, how it will effect repair fighters on your own ship.
  2. No. And fighter are limited to 120 fighter. Wait until another fighter update. I like how you assumed I didn't know the fighter cap being 120. And I don't think you understood what I was referring to, though it doesn't matter anymore since I did end up testing after I got home from work. The findings of the experiment were that the fighters do not scale no matter how big or small you make the hangar block.
  3. I would travel to a sector that has plenty of friendly AI corvettes and other combat ready ships so they can take the brunt of the attack. Also build away from the main portion of the sector you are in so it takes time for the pirates to get to you. As for sandbox, just make a new world and make sure "creative" is ticked.
  4. As a builder I have a certain need to make the ships I build to scale with each other. But fighters are the one thing that the player cannot directly control the size of to my knowledge. Now, saying that does anyone know if it's possible to influence the size of the fighters useing the hangar block. As an example, I have facade hangar blocks that are medium size, but I put a massive hangar block in the center of the ship, hidden away. Will the fighters physical size match the largest block?
  5. >telling me to use my imagination Cute. While some of the things you listed would be interesting, they are already things that could be done with space stations, and probably much easier to implement. I really don't think plants will bring anything new to the game. If you want a massive structure to rule over I would highly suggest a space colony (if your PC can handle it) http://[http://i.imgur.com/Ei6ZKwV.jpg
  6. As you get closer to the planets in Avorion (which are 3d models and not just textures) you start to encounter errors similar to the errors you find if you travel to the far lands in minecraft. These floating point errors will make the screen shake and jitter, this problem happens when your position reaches a certain number and gets increasingly worse. To my knowledge this problem is not fixable and is probably one of the reasons why planets will never be implemented, along with the fact it would bring nothing new to Avorion.
  7. That sounds kind of redundant since you would actually be trading in 2 slots. Now I'm not sure how your ships are layed out but if your that worried about maneuverability I would say you should prioritize vernier and gyros before you add other systems like crew and sheilds.
  8. What is o near cylinder ? Space colony. If you are familiar with mobile suit gundam you would know of them
  9. I tried to make an O'near Cylander that was the scaled 1/1 to my ships, but that just crashed the game :/
  10. I might as well throw out a few ideas here while they are floating around in my head. But before I continue we need to keep in mind that this is a video game and no matter what there will always be a meta game since nothing is ever perfectly balanced. Now with that out of the way I think I will address the topic of rail guns that Ryugi started with. As it stands the rail gun seems to be the be all end all weapon next to launchers. And it should be treated as such. That being said I believe rail guns should use large amounts of energy to fire along with a slow fire rate and possibly a charge up before the shot. Along with the slower fire rate and charge up time, the range could also see a large increase with the damage being lowered or staying on par with what it can be at this point in time. Now on to the launcher turrets. The only real thing that I have seen that could use some tlc on the launchers is a delay on the tracking after being fired (probably incorporated as a debuff). A few of my personal designs incorporate hidden weapons to maintain a sleek figure. While aesthetically pleasing to the eye as this is as soon as you fire a good chunk of the projectiles home in and collide with the hull of your ship. I believe we could also use some sort of staggered fire system that can be used in conjunction with slower fireing weapons so that you can'"kept the pressure on" without having massive openings while you wait for your cannons to be ready to fire again. ~610th Technical Evaluation Division
  11. There is a road map of the game on the wiki if your interested, I'm not sure how up to date it currently is but it will give you a vague idea of what koon is aiming for.
  12. I have to agree with Uthael. While a show of power is good, too much will make your player base start to hate you, possibly banding together to completely crush your faction and keeping you from makeing any kind of move against them. Either that or they just leave, and a server with no players is just pointless.
  13. Can't wait for part two, I'm hopingthat there isnt a block limit for the custom turret visuals, or if there is let it be a reasonable amount.
  14. Gonna have to start watching this series, looks interesting and maybe I can learn a thing or two about Avorion
  15. Been a while since I last posted anything. But I finally finished this build. This is the ship of the line CV-65 Dolos. It is a massive mothership style carrier able to hold the maximum number of fighters in Avorion. While not as impressive os most ships people make (let's face it, the Dolos is a lump with engines) it can serve a multiple purposes, the main one (next to being a massive carrier) is a straight up space station.
  16. I will settle for my O'Neil cylinder colony laser :^)
  17. Will these new calculations also help with ships that have fairly small blocks on them? I've noticed on the nacells I have made that whenever they get hit it causes the game to stutter and lag?
  18. Just an experiment with the convert Avorion program that is in the Mods section. Nothing really special about it, it's a pilot in a space suit with a small vernier thruster pack. It is in scale with my previous post (the Musai) which makes it fun to just fly around the ship with person in 1/1 scale to the ship
  19. I recently picked up Avorion and set out to build functional ships from the Mobile Suit Gundam franchise. This is the first ship i have finished, the Peer Gynt which is a Musai Class Light Cruiser The Musai-class Late Production Type is a space cruiser seen in the Mobile Suit Gundam 0083: Stardust Memory OVA. The late production model of the Musai-class light cruiser is a sub-type of the original Musai-class light cruiser(coming soon). The late production model featured improved weapons, and improved Minovsky-Ionesco fusion reactor to power the ship's systems, and improved mobile suit carrying and launch capabilities. Notes: *Komusai II (a shuttle that is stored in the front hangar) is absent in case proper ship to ship docking is ever added
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