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Uthael

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Everything posted by Uthael

  1. Thanks! Better edit. Less clutter on the forums. And keep both ideas. And merry X-mas ;)
  2. Do you know what causes it by any chance? Or how to temporarily get rid of it?
  3. Your upgrades should be floating around. The ship might despawn. Look at some fixed point. A jumpgate, for example. Search for the upgrade from the tactical view (top-down). Zoom in closer and pan the view by mousing to the border of the screen. If you didn't find it yet, look away from the jumpgate. Rotate the ship (and the camera) and search the tactical view from another angle. If anyone knows a better way, please share.
  4. Basically an eraser for material. You'd "build" with it in the material instead of in the space. The resulting shape would then be re-generated and would split into more basic shapes. Or it could stay in that complex shape. Complex shapes would probably mean less blocks to update on a ship. Either way, I often find it easier to chisel the material off than to add it. Check out these 2 videos about "Chisels and Bits" mod from Minecraft. I don't know how they did it, but it's really server-friendly. I've linked them at specific times. On the second video, after watching a bit, fast forward to 28:30.
  5. You find a beacon. The beacons from now on mark sectors, not just give coordinates.
  6. Today I've noticed a peculiar sound. Some whirling or something. I realized it was coming from some NPC, firing quad plasma turrets. There was this normal "pew pew" sound, but in the background of it was this peculiar-sounding... Whirling. And I found it awesome. Honestly, remove the pew-pew and make that whirling louder. It really sounds like there's something going on in that turret and it doesn't sound generic. So, when we get coaxial weapons, can we get specific sounds for them, too? Even better, make the sounds adjust to weapon stats. Examples: - between lightning shots a capacitor charging. - ballistics for the sounds to scale with damage per projectile - cooldowns could sound like shells reloading. Or just that hot "sssssssss" sound. - imagine the following for a burst-fire weapon. Cooldown at 0:12, followed by weapon fire. - lasers. Pitch scaling with beam width, beam color and sound amplitude with damage.
  7. That public beta server is the only thing on my server list. I once added a new server, but it had vanished from the list. Probably upon restarting the game, didn't notice. Anyway! I'll do my gametime there from now on. But I haven't enabled the beta branch in Steam yet (will do). Does the server just not mind or is it not really "beta" for the next patch? Edit: I see 0.12.7, 0.13.0 and 0.14.5 versions listed there. I just checked and the current is 0.15.7. ... Well... I'm happy :P But I wouldn't mind playing an unstable version and reporting malfunctions.
  8. Keep the shield down with plasma or teslas. Salvage it alive. Go for the juicy, glowing components like shield and power generators. They are usually in boxes of thin heavy armor (you'll recognize this as a military camo pattern). Railguns are great if you align them to pierce multiple blocks. But you lose on the salvage. You can take down the health of any block with any other weapon, but if your last hit is with a salvage turret, you get the full salvage anyway.
  9. Oh yea! Legendary object detector could automatically make notes on the sector map of what it found there.
  10. Borg cube. Any cube. Not having spheres, this game uses cubes as a counterpart for the perfect geometrical shape. Make a cube cargo bay. That's what's most important. It's the least material spent for the most cargo space. Any material. Cargo space stays the same. Trinium for most manuverability. Avorion if you like durability. The shape of other components is less important. But here's my design: - Use 3 sides of the cargo bay to put Crew quarters, engine, shield, power,... No thrusters yet. - Fill the corners with whatever stat you lack to make it into a cube again :P - Divide the length of a side by 6. Let's say it actually is 6, will make things simpler. - On each side (excluding front and back), place 1x1x8 thrusters, facing the front, aligned with the front side. These will provide thrust, breaking force, pitch and yaw. Delete the ones at corners. You should be left with 16. - Add 8 1x1x1 thrusters in place of each of those deleted, facing the corners (64 total). These will provide strafing and rolling. And help with the rest. - There should be a 6x6x2 hole in the back and 1x1x8 holes in the four corners. - Fill the back hole with something. A big engine is what I did. - Check how much health your ship has. Divide that number by 4. Call that number "plate health". - Place an 8x8 panel of best material you can afford on the front. Make it thick enough so it almost reaches "plate health". Copy-paste around. - Fill in the edges so it looks like a smooth cube of the same material. Merge the edges with panels. Be careul not to select all. That will merge the strafing thrusters. - Remember that 1x1x8 hole in the corners? Each corner can have an Integrity Field Generator. Smallest possible. Each plate gets an IGF and has 3 redundant. You actually only need 2 of them, but symmetry is nice. - Plop in a few flight recorders - You can use 2 opposite corners to place fighter storage instead of IGFs. Make those stick out through the back plate. Efficient, effective but ugly imo. Doesn't fit into the smooth cube design - Make some formation with the turrets you'll be using. Best if they all looked the same ;) - If you ever need to remove the turrets, just delete the plates under them and undo. Viola! Smooth cube again :D To expand it, dig into it from behind or front. Gouge it out so nothing remains between the thrusters. To be safe, copy-paste it all onto outer plates before deleting. Take a look at what stat can you spare. It's most likely the cargo bay :P Shrink that component and expand on whatever else you need. You can also just scale the whole thing up. P.S.: core health has to be 40% of the total. The six outer plates 10% each. That's why you divide by 4. IGFs spread the damage a part takes over other components of the ship, up to 10x of the part's health. With this design, as soon as you lose a plate, you die. But that also means each of your sides is as thick as your whole ship! If your health bar is low and you survive, your ship will fully auto-repair over time for free. No weak spots. Functional and stylish. Edit: for temporary expansions, stick a tumor of the needed block on the back side. Probably a jumpdrive for a trip over the galaxy or a cargo bay for a mission. Delete after it's no longer needed.
  11. ... Is as useless as its red counterpart xD But seriously... Considering how hard was it to make the flawed version, I wonder what this would do if properly implemented. Maybe be usable on everyone? Maybe eliminate that chance of breaking (which ain't implemented anyway)? Reduce the cooldown? Oooorrr... THIS could be the key component in replicating Bottan's jumpdrive! I used the Hyperspace Overloader in a research station as an attempt to get a legendary module. I had one to spare. Hoped for a turret count or energy upgrade. You can see the ones I used on the right border of the screen. Anyway, don't forget to change the tooltip. That chief engineer couldn't have done this :P
  12. Got a good one! "Hello, everyone! I'll be here for the next 15 minutes." - merchant and his life priorities. I hit that boss so hard that I chunked off a letter from his name!
  13. Yes! But if a player jumps into a sector and jumps between all enemies, no observation will save him. If players are stupid and they play on a higher difficulty, they should die. But nobody should be forced to die because of bad luck.
  14. Well, you wouldn't select and hide that part of the hull. And the light source definitely wouldn't be from that direction either.
  15. We could use "Hide selected components"! Yo, make it into a suggestion! Rename this topic xD
  16. Ohhhhh, so THAT's the reason! I've tried a mission that asked for a bunch of those expensive components. The mission seemed profitable, so I accepted it before it vanished. I looked around for any factories and trade stations and I couldn't gather the 18 needed. Just... Couldn't find enough in the time limit. Until out-of-sector stuff gets done and goods are all produced instead of spawned, let players have their fun! Please, no hard caps like that one.
  17. Players being locked into "you are already dead" situation without any warning is a bad thing. Either give players tips about what the could encounter if they go there OR Let them be able to escape. If you can't kill them, ou should be able to avoid them until you can. If there's a big fight with superfast hyperspace blockers and support ships, it should be marked with an "!" on the map as a quest. Sure, it might seem easy now, but once they fix the artefacts so only one gives +5 slots and so they don't stack, it will be harder.
  18. I like being able to move stations. I've seen a similar topic already. Someone remembered to use Rock blocks. Best made of Iron or Ogonite (those are the heaviest). Just put a lot of rock on your station and it becomes much harder to move. Although it doesn't prevent the problem, unfortunately. I use Force turrets to align my stations as I want them. It also helps if you put the dock on a long rod so AI traders don't really have to come close to the big building.
  19. I've seen an abandoned group of fighters in a pirate sector. The owner must have jumped away. But the fighters grinded down EVERYTHING there. All the destroyers, corvettes, head hunters and any Xsotan that might have appeared in the meantime. At the end, they started worshipping a jumpgate for its invulnerability.
  20. Well, fine. Make it 5% instead. That good enough? I'm not insisting on 100%. And with the other half of the formula, make smaller ships not affected as much. And even 150% would be better than what we have now. With the formula you suggested, you're implying that everyone should have 40-100k shield, no matter their size. 500k hull is sluggish and deserves a bigger shield than that. Tankem, from The Brotherhood is somewhere close to that. And that thing ain't really worth calling a dreadnought in terms of durability either. Edit: But THIS is a bit too much: Found it on the official beta server. Maybe it could be fine for an XL station or bigger. But NOT on ships.
  21. When is it online? I'm GMT+1 timezone and I'd like to roleplay in a Capellan Confederation corvette (from Battletech universe, most know the term Mechwarrior).
  22. Connecting shields to volume or health wont solve the problem. You would still be able to build a big ship thats virtually unkillable, which is the fundamental issue. By using proper constants, you would need a ridiculously huge ship to reach that unkillable status. This creates a challenge. Plain 100% makes for a health=shield to be close to optimal. Anything higher than that gets very expensive. With that other constant you can choose which ships you want to be affected less by that cap, big or small ones. Or ou can just leave it neutral, as you suggested.
  23. People would still play the full +turret layout. With nerfed shields, they would just end up two-shotting everything. But they've said they'd change the Xsotan artefacts. Make them player-unique each too, I hope. The idea sounds fine though. I'd suggest that this 100000 constant becomes related to the health of your ship. Either plain 100% or some other value. And about that x/13... Connect it to the volume of the ship. Let's say x*V*10^(-8). This would encourage small craft to be agile more than just stack some more shields for survivability. And check my post here: https://www.avorion.net/forum/index.php/topic,3872.msg22611.html#msg22611 This would actually reward building a small, agile ship.
  24. E-Sport? Why competitive? Not all sports are. Bungee-jumping, surfing, skydiving, etc. There are many sports played just for the feel of it. But if it gets balanced and someone manages to plug a lot of people on to the same server, you could get a bit closer to the feel of EVE. Because, that's what X3 would feel like in balanced multiplayer. Except, where there is pilot skill involved, there's more than Excel sheets to play. And let's not forget building.
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