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Uthael

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Everything posted by Uthael

  1. When the game reaches 1.0, it represents what it's meant to be. If players don't like it in that state, there's little chance of them coming back even after major patches. Call that Q3 2018 version of the game a Beta. Give it the 1.0 title when it's complete, not when your time limit expires. Don't rush it! I don't want Avorion to fail like Robocraft or X:Rebirth.
  2. From my xp: 1) There's no "armor" or "damage bonuses". All the damage numbers are flat and are applies as such. ... Except when mining/salvaging. 2) The extra damage is gone. But AoE and block pierce exist. If your ship had 1000 layers of 1HP blocks, it would take a lot of time to drill into it with slow-firing weapons. 3) Let's say that shooting an enemy ship with 20-30 lightnings (or railguns) took off 95% of their shield. After reload, another shot would take the remaining 5% of their shield. All guns fired at once. Those 5% will stop the whole burst. If all your weapons would hit at once and reload, it's better to fire them in groups.
  3. "Avorion Public Test Server [beta branch] [EU]", 85.25.177.36 So, I've tried to place this in the game as a ship and pilot it: Added some crew and a weapon. And the screen just froze when I tried shooting. I hope this is only client-side. Whenever I try to log in, the game freezes after loading (at the loading screen). Reproduced in singleplayer and disabled myself there, too. Ideas? ...Help?
  4. There will be. They are planning to add blocks that would act as camera viewpoints. Space Engineers has this and it adds to game immersion. Especially when piloting a ship remotely. Hopefully, we can just move the current camera anchor there. ... So we can also adjust the camera around it.
  5. Quoting my last post here but whatever xD "When upgrading, use Trinium for blocks that don't scale with materials, Avorion for the ones that do. Trinium or Ogonite for the armor plates. Armor is so rail shots don't pierce on first shot. If you have Avorion turrets, place an Avorion Hull plate on the armor plate. Lower materials are good for when you want to filter out specific connection points or holograms."
  6. Railguns could really use more range and damage falloff with range. I'd give the same to lasers, but nerf their damage. We have teslas for close-range pinpoint damage. https://www.avorion.net/forum/index.php/topic,4166.msg22203.html#msg22203 A bit of effort for locking on missiles wouldn't hurt. Especially if the're burst-fire. But weaker ones should remain as auto-lock on target. Heck, VERY weak ones could be used as an anti-torpedo countermeasure if you don't have a hostile target selected. Completely agree with staggered fire idea. https://www.avorion.net/forum/index.php/topic,4238.msg22481.html#msg22481
  7. One-ship-fits-all is a known "problem" and it WILL be gradually dealt with. Have a look at these: https://www.avorion.net/forum/index.php/topic,4196 https://www.avorion.net/forum/index.php/topic,4169 https://www.avorion.net/forum/index.php/topic,4220 As for being hunted... I used to play on a public beta server (I'm bugged there so I can't rejoin anymore). There, the Xsotan are neutral if you don't fire a weapon. Then, they just see you as something of a rich resource and attack. If you run away at that point (or let other NPCs kill them), the other Xsotan you meet won't be hostile. I've managed to visit the 0,0 sector without killing a single Xsotan ship. Editing your ship when a big alien fleet spawns into the sector actually offers some more security for me because they'll be the ones dealing with potential pirates. The problem is; it happens everywhere
  8. Want to show your dominance? - Don't let anyone in the 0,0 sector. Maybe even the surrounding ones. - Invade other players' sectors with a superior force (multiple ships and a capital one). Don't do anything. Just sit there for a while. And leave at random. Want to achieve dominance? Go to the Dark Side. - Abuse the broken economy until you have a ship that measures its health in billions. Make sure its weapons outrange any other danger since you'll be pretty immobile. - make sure you have a backup of every good fighter blueprint on some hidden ship/station. - Abuse fighters while you can. The are basically semi-invulnerable flying weapons which need only 1 crew and no power. If you're allowed to build as many as you want, make sure the enemies lag because of their number. AI ain't affected by lag. People are. Psychologically, more than in performance. P.S.: Showing dominance will make other players consider you a scumbag.
  9. Yeah, a captain is mandatory. Try jumping when the ship is just next to you. You can also put Hyperspace Upgrades in it to increase its jump distance, no blocks needed.
  10. There seems to be a misunderstanding. As I've said; nobody should be forced to die because of bad luck. Other than that, I'd really like more challenge. Especially in the middle of the galaxy. The only problem I see iswould be starting out. Getting your first combat-viable ship. Especially on a multiplayer server with nearby iron mined out.
  11. Nope. I've reworked it. Now, it's not based around the cargo bay anymore. I decided that if I want a scalable ship as I progress in the game, it would be a good idea to make it as modular as possible. So I went for a "salami" design. Initially, the insides of the ship are slices of iron hologram. And you can transform each slice into another block of your choice. Here is what I'll upload to the workshop, with the "lid" open: To upgrade/downgrade, you only need to press the eye icon to show you the holograms (or another slice you want to replace). Replace that with a block of choice. To edit something about it, delete the top (or bottom if top has turrets) and 3/4 middle thrusters. You leave the fourth thruster for snap-to-middle when returning the 3. Top and bottom covers are identical 16x16 plates. If you select both, you can center all the axis on them (or use thrusters for centering). Behind the covers are "hinges" used to snap a cover back. Just copy from the other side and snap to block middle. When upgrading, use Trinium for blocks that don't scale with materials, Avorion for the ones that do. Trinium or Ogonite for the armor plates. Armor is so rail shots don't pierce on first shot. If you have Avorion turrets, place an Avorion Hull plate on the armor plate. Lower materials are good for when you want to filter out specific connection points or holograms. Here's an example of the "final product". After this point, feel free to scale the whole thing up: Notice that on the back side, there are 4 hangars. Usually, you'd also want them cube-shaped, but I like this for my build. There's space for 15-120 fighters. 120 is the maximum a ship can hold. That would require upscaling or fighters the size of 1. As for the cargo bay... NPCs tought me to glitch the blocks and now I'm just glitching my 5 cargo bays in. Non-cube. Like this: Actually, any other module can be glitched like that. A block can go 25% inside another block. Now, if you're feeling REALLY abusive, you could make 3 "salamis", one on each axis. Make one consist only of thin cargo bays, forming a cube. Merge them xD And fill in the thruster corners with whatever you'd like. More thrusters, I'd suggest. ----------------------------------------------------------------------------------------------------------------------- But I'm sure there are better ships out there. Good-looking, even. If anone is willing to share theirs, I'm curious, too!
  12. 1. Why not give NPCs a chance to spawn with a specific upgrade module? It would also affect their stats (acceleration, speed, shields, shield regen, speed limit removal,...). When they die, they drop it 100%, just like players. Still, they only had a chance to spawn with it. 2. AFAIK, destroying an enemy turret actually gives it a small chance to drop. 3. I thought it already works that way. Wait, wait, wait... Are you telling me that I can build a 5000 blocks of a ship, have my buddy blast that ship and we get a whole bunch of modules?
  13. Basically, an inverted view of your ship. Would be useful, yes.
  14. It's VERY unintuitive, but I got used to it. Thrusters should have the current Engine texture. You're welcome to add single-directional ones, too... Although I'd use dual-diractional ones because I like to have a lot of brake thrust :P Engine should be the "core" of the ship, the most important component, producing power. In that case, Generators would drain that power and convert it to "tamed" electricity. A lot of stuff stuff would still work on raw engine power. Hyperspace drive, thrusters, plasma weapons, repair turrets, etc. Maybe even some weapons that get implemented in the future. I don't know what the formulas are, but here are my thoughts on mobility: The ratio of thruster volume to ship total mass would dictate acceleration. Tiny ships would still have to have Engines, which would limit them. The bigger the ship, the higher the top speed (unless you apply the Velocity Security Control Bypass upgrade). - Capital ships would be used to carry small ones over long distances. - Haulers could reach great speeds, but due to having a lot of utility blocks, they'd also have low acceleration. - Corvettes, fighters, interceptors and scouts would accelerate to their max speed fast. Good for close quarters combat.
  15. You're looking for the +X% damage stat on the bottom of the tooltip. I think that's random per-factory. I'm not sure if 2 factories in the same sector would make same turrets. But I'm pretty sure that the closer to the center, the better the base turret. But for that +X% dmg chance, I think you're better off finding one at an NPC factory.
  16. Because they might read it someday :P
  17. Loading tip, "Cannons have a massive recoil. Your ship should be heavy enough to withstand that recoil.". Could you make it so when we get the coaxial weapons update, the mass of your ship affects the damage a cannon does? If your ship is just a one fat, short cannon barrel, it should recoil backwards as much as the projectile goes forward. This would mean less damage delivered to the enemy. Ofcourse, getting a kick-start at running the oposite way while you reload is a benefit for itself. A-10 Thunderbold, "Warthog" is a plane built around a big minigun (not a plane outfitted with a minigun). Check out the proportions: And the largest parts of the gun are ammo storage and barrels. The firing mechanism itself is very small if you actually look at it. Another thing to consider is structural integrity. Only high-tier materials reinforced with an Integrity Field would be able to endure firing a capital-class railgun. Otherwise, the gun might fire itself from the ship in the oposite direction it fired a projectile. And here's an entertaining clip about firing a railgun in space combat:
  18. Have you tried placing a Glow block somewhere? If it works, that would be a workaround, I guess.
  19. In Creative, Assign button should be enabled even if there are no crew on board. It should spawn them. Edit: It should spawn them as already trained. /addcrew overpopulates a design thats cost-optimized.
  20. "The Executor is 19000m long (62335ft)"... And every other loading screen thing else. Please, make it say 62000 instead. Even without the word "approximately". Feels like taking math classes. And nobody would care about a 100m tolerance of a 19km ship. Also, it would be nice to see a picture of what is it about. Something like this: When in building mode, you can hold F1 to see building mode hotkeys. In flight mode, F1 shows you who's currently online on the server and their latency. - THIS would make for a nice loading screen tip, because I just found out about F1 in build mode by mistyping Esc. I didn't even know a few of those existed.
  21. Yeah, fixing things should be a priority. But I consider NPCs being built instead of spawned from nowhere a really big and important core feature. Right now, they're nothing more than free income for well-defended sectors (Xsotan and pirate invasions). And they're persistent about being so. If you're feeling especially greedy, you can let NPC cargo ships just have "an accident" after buying your resources. Just salvage them, take your resources again and another will spawn. There's really no need to leave a sector. And there are no drawbacks for it either.
  22. Good point! I'd welcome grinding on Insane. For some, that's what makes time valuable. I would also like for the game to be challenging enough so I don't have to resort to PvP for breaking a sweat. ... Because PvP ain't really skill-based either. Increasing the damage enemies deal won't do too much good. AI needs some changes, too. Especially the more agile craft. For example, running away if they know they're going to die, trying to stay on player's tail, try to hide behind another ship so they can regenerate shields, etc. I expected something like this from The Four (The Brotherhood). Factions that get exterminated without a chance of retaliation in half an hour shouldn't even exist in the first place. How'd they survive until now, anyway? Another reason combat is easy is that we're able to stack a whole lot of weapons just by killing some bosses a few times (for artefacts). The devs have stated that there will only be one +5 weapon slot artefact. And I hope they make artefacts unique per-player. So that's fine. I think turret factories are OP only because +% damage stat is bugged. In higher numbers, LOWERING the amount of damage components INCREASES the damage. This is the best one I could find. Imagine a bunch of fighters equipped with this: https://steamuserimages-a.akamaihd.net/ugc/911282400431944748/D83BEEA2BC706FAA97523A48134FC0AE8EACDCA9/ This one is at the same factory. Also, ridiculous damages if you minimize damage components. But I got this result after some fiddling with "+"s and "-"s: https://steamuserimages-a.akamaihd.net/ugc/911282400431944317/F2D3AD2837C0A01961EB3200194C8374F50314FC/ In Payday 2, the community asked for a challenge. Persistently. People liked the game, but found it too easy, even on Deathwish difficulty. They did some tweaks and added some... Sounds. And sometimes this one procs after a specific enemy incapacitets a player: https://www.youtube.com/watch?v=_eiZMWZF8kA And nobody complains about that :P So, yeah... Difficulty increase, please? Preferably starting the same and scaling harder with proximity to the center. P.S.: Not to be just ranting... Great work! I love the game. Being on the forums is a part of my gameplay. I'm happy that feedback is listened to and that's one of the reasons I'm sticking to and recommending this game. Also, browsing the Steam Workshop. I'll start building for it, too.
  23. Long-term, something like this :P Watch from 4:42 to 5:17. ... But so far, that's just wishful thinking xD
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