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Perq

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Everything posted by Perq

  1. They won't. There are far better sources of information about the game aside from guy at Steam forums.
  2. I was thinking about something similar. Been thinking about other aspects of the game, and one of the biggest issues I ran into was shields on bigger objects, namely stations. If universal formula like yours was applied to everything, stations would be VERY squishy in terms of shields, or they would have to have overly large number of shield generators (which means they would be expensive as all hell, and they would field massive amounts of materials - both are very bad for the game). The solution is, of course, quite simply (in theory). Ship's volume (or health) needs to be factored in. The bigger your ship gets, the higher the asymptote gets, meaning it is easier to reach higher shield numbers with less shield generators. Big cons to all this is that formula gets pretty complicated therefore balancing the curve shape might prove to be problematic. It also isn't very easy to understand for new players, especially those who aren't that good with math. A stat for shield effectiveness would be needed, as well as explanation how it works.
  3. Perq

    News: Combat Update

    Annnd this is a very bad idea. As I said in other thread (and I've seen other people suggest it too), small size chainguns should be this kind of weapon. And these should also drop at the very end game (size 0,3 Avorion Chain guns with high tracking speed and matching DPS, but not as high as those 1 size ones, obviously). Adding a separate class of anti-air weapons will simply polarize the usage of fighters/torpedoes and those said turrets. It also makes absolutely no sense to have a turret that shoots only fighters and missiles. Why not shoot the enemy ship while there are no fighters/missiles to shoot down? And if you can, why add new class of weapons when they are exactly what chainguns are? For the record, there are real life systems like that which are quite literally chain guns with precision aiming. https://upload.wikimedia.org/wikipedia/commons/thumb/0/0b/Phalanx_CIWS_test_fire_-_081107-N-5416W-003.jpg/1024px-Phalanx_CIWS_test_fire_-_081107-N-5416W-003.jpg Sure as hell these will shoot down missiles. But I'm pretty sure they'd decimate anything else. I've seen it done in other games, and it never works. It always turns into everyone has defenses, anything that can be shot down with those defenses is absolutely pointless. Also, if nothing changes regarding fighters time to produce and their cost, they will be absolutely and completely pointless.
  4. Uh, I dunno, ignore him? I can also imagine devs have better things to do than watching over some kids spewing insults at each other over a video game. EDIT: Luminaire worded it much better than I did. Solid advice - just don't get into circle of pointless responses.
  5. This game is far from being competitive. And I'm quite sure it never will be. That is not a bad thing. Not all games need to be competitive or have e-sport scene. E-sport games usually have e-sport formula and meta. Games are short and focused. How can you imagine e-sport league games would look like? What would they be about? Building? Who'd like to watch that? Fighting? Can you imagine what broken meta-builds will people come up with? And do you think there will be a lot of those? Because I'm quite sure there will be 2 or 3 bricks that are absolutely optimal in all regards. This is not something we're playing Avorion for. So while I find your eagerness pretty pleasing to see, I wouldn't get my hopes high in that regard. It probably will never happen, and as I said - I think it is only for the best. Cheers
  6. Beacons are marked in the sector. No need for additional stuff to find them. Just look for blinking target frame. Also, don't abandon the quest. There are quite a few X/Y combinations that can be used to begin the quest. You simply need X and Y of one #number
  7. Not sure about player's senses here. Even if you don't notice enemies, your ship's scanners will. I'd agree if you couldn't see the enemy, but as for now you can pretty much always.
  8. Errr, no. This will end up with people pushing generators further and further. Also, it doesn't make any sense in terms of being realistic (I know it isn't that important, but it feels kinda bad). You can't just push power to engine and expect it to work better - it will overheat and will be destroyed after a while. What you may mean by your suggestion is overloading systems. One way of overloading systems is in the game: you can boost with your engines, but you end up using more power. And it makes sense - if you overheat your engines you'll need power to get rid of the temperature by using some sort of devices that use power (ventilation or something else). I imagine this could work for shields quite well (increased recharge rate for increasingly more power), but I'm unsure how would it work with the balance. :V
  9. As in title - if railgun is place on such block, it will "shoot itself" making such weapon effectively useless.
  10. If you have trouble with your ship not having enough thrusters for you to turn, there is also an option to use gyros. The drawback is that they do not prevent you from drifting while turning. I'd say for bigger ships it is necessary to balance those two, as thrusters proved to be never enough on their own on my bigger ships. I may also be pretty bad at building ships. :P
  11. Moer DPS. :P I'd recommend some AoE hitting weapons like rockets, railguns or cannons. But overall, you might simply not be at the stage of having big enough ship to be able to destroy stations in timely manner. For the record, I have a ~28000 fire power on my ship and it still takes quite a while to destroy some of the sturdier ones.
  12. Perq

    Economy Update

    Horei sheit. :O This is beautiful. Now it is a haiku. Honestly, I'm playing this for like ~week and this is what I was missing in my end-game. And here it is. I wonder, why people even bother with treeepeell-aaaiiii (sic! Jim Sterling) games when there are games like this.
  13. For the record, Devious responded to me on Discord: You have to type /run Entity():addScript("lib/entitydbg.lua") in chat. You will get a new button in the right corner of the screen. It enables you to modify current sector (along with other things). You then need to add path to script traders.lua file that is in your game directory (use search option). It will enable traders script to be run in your sector that was lacking it, effectively making traders active in that sector. The dev button disappears after you restart the game.
  14. Ok what... How does it work, exactly? Does it mean I can just merge my ship at the end of the process so that everything that can be merged will be merged?
  15. ^ What does changing them to be actual ships achieve?
  16. 5U or 10U classification ain't that helpful either, since you can get more of those using computed cores. All in all, is it really that important? Would it be easier to just have approx. volume of the ship?
  17. This just makes it grindy, but not at all difficult
  18. ^ Fighters should be harder to hit with low tracking speed weapons, which are mainly the big ones. Big ones that are effective against big ships due to their high damage (Your size 1 to, say, 0,5 weapons). Anti-fighters weapons should be pretty much chain-guns with high tracking speeds, or similar weapons. 0,3 size chain gun is anything but capital-class weapon, really. I think adding special anti-fighter weapons that are super effective against fighters (with their current cost and difficulty to create) will effectively make fighters useless. One (or few) of those on enemies and your fighters will be dying one after another, which will make the whole thing not worth the time since they cost so much. Lets not even talk about pilots here. I think just think making a polarized turret that you only have because once in a while someone might be crazy enough to use fighters is just bad. Honestly, I think that dodge chance is not the best way of doing things. I think that they should simply get way more hp and simply be able to take some hits before they are destroyed, but no dodge chance. Pair that with ability to come back to hangar to repair (repair pace dependent on hangar/assembly size?), and you get something that is balanced and fun to play. You would be able to set how much hp they have before they try coming back, maybe even decrease their move speed/damage/whatever with decreased hp (say at 75%, 50% and 25% hp).
  19. Ok, I actually have no idea how to do this. Mind helping me out?
  20. How do I do that? D: I will probably try figuring out something myself (with backup, of course), but a helpful word would be highly appreciated. :-) Are there any plans of making it an official feature? It kinda makes sense trades would like to trade with you, if you have stuff they want (or want to sell to you), of course given they like you in the first place.
  21. So, I've built a factory in a sector that originally was owned by nobody. I noticed that my factor isn't supplied by loaders/cargo transports like other factories which are in faction owned sectors. Is there a way to set transports to my factories so that they can actually produce something? Also, is there a way to make transports that will transport stuff from my mines to my factories? It seems silly to sell my own materials only to buy it from random traders. Cheers!
  22. Given how absurdly expensive and hard to produce fighters are, their effectiveness is pretty on par :V That said, I think they should be a little bit easier to destroy, but also easier to create.
  23. The game isn't super popular yet. Forums even less so. I imagine it will take some time before it gets more traction. :) As a side note, I've trying to read your mods description. I'm unsure what it does exactly, and I'm also unsure why I would want it in my game.
  24. Current Steam one. Unsure what it is. I'll check when I got back home. :V
  25. Got the bug - cannot say what caused it, and I can't quite reproduce it, sadly. It seems that single fighter bugs out as removing one of them seems to solve the issue.
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