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Perq

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Posts posted by Perq

  1. 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.

  2. d0fd70635fbcad4c3cd763ee10a0815bfa0e7a86.jpg

     

    With fighters and torpedoes threatening your ship, you need viable defense mechanisms. Chainguns will be a possibility but we’re with this update we're also adding anti-air weaponry that is specifically made for defense against fighters.

     

    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.

  3. 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

  4. 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

     

  5. 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

  6. 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.

  7. 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.

  8. For the record, Devious responded to me on Discord:

     

    Welcome @Perq , didn't respond to the forums yet.

    But you can bind the traders.lua to the script by going into the debug menu  with /run Entity():addScript("lib/entitydbg.lua"), go to the sector tab, then scripts and there you can add the script . for the right directory you can search the file in your installation folder.

     

    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.

  9. Reputation! is your answer.

     

    Who in their right mind would jump on a ship of a captain they have never seen before and don't know? Sure as heck not me!

     

    So npc should not either!

     

    The player should start in a smaller ship and have to gain a rep before people will join his crew. The better your rep the easier it is to get crew.

     

    And there is your way to make the whole map meaningful.

     

    This just makes it grindy, but not at all difficult

  10. ^ 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).

  11. 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.

  12. 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!

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