Jump to content

Uthael

Members
  • Posts

    155
  • Joined

  • Last visited

Everything posted by Uthael

  1. Jumpgate-sized constructs that would just accelerate any objects that pass through. Make them act like that object has a huge weightless thruster on its back. And make a chain of about a dozen. One every 2-5 seconds of traveling. Wouldn't be of much use in the current game, but maybe some day we'll have more stuff around sectors. I'm posting this because the side view at ~16km/s is quite nice. It would be great to cruise along an asteroid belt or between faraway stations (for the impression of saving time). Also, it just looks cool gaining a lot of speed in a short time. And slowing down at the exit. ------------------------------------------------------------------------------------- A bit hard, but related suggestion: The Moon is about 10 000km in diameter. I went about 200km/s today. It would take around a minute to go full circle around it. And imagine taking a trip like that around Earth :D But I don't recommend you try this in-game. After a certain speed, it gets uglier the faster you go.
  2. The place where you bind weapons to groups 1,2,3... Would it be possible to highlight the currently clicked weapon on the 3D model? For example, I have about 30 weapons and ONE of the lasers is spending more power than all the others combined. I'd like to remove it, but I don't know where it is on the ship.
  3. Stuff that you pick up can clutter the screen. It often happened to me that I can't see the number of available turrets because I've gained (for example) +245 Xanion, +199 Trinium and a couple of weapons. Big letters over small letters is a bit bad for visibility of those small letters.
  4. Example: My ship can accept up to 3 system upgrades. Right now I'm mining. I have installed: - Scanner upgrade - +3 Unarmed Turrets - Mining system I see "Subspace signals" message, I know aliens are coming to interrupt my mining. I want to switch to combat configuration. Combat configuration has: - that same Scanner upgrade - +2 armed turrets - Shield Booster Switching that manually on a big ship gets tedious. So, instead of unequipping all equipped upgrades and equipping others, I could just swap the whole configuration by clicking its icon. The icon appearing similar to one of the upgrades was just a suggestion to avoid using a drop-down list. One click and a bit of movement extra :P Another option would be to add configuration swap buttons beneath the save button. Save button would be in the top-left, right under "Ship" (weapons) tab.
  5. Somewhere on the Systems tab of the Ship Menu, there could be an option to save the current upgrade configuration. Upgrade configurations show as upgrades, but with a different border texture and before favorited upgrades.
  6. If I'm exploring (Hyperspace Upgrades, Object detector, scanner range,...) and I'm attacked by pirates, I should panic a little, not just swap out every upgrade for turret slots and kill em all. Upgrades shouldn't be swappable in-combat. Or it should take time. Or it should be risky. Like negate all non-essential power regeneration (power grid needs to go down while you're installing an upgrade).
  7. Anthing I'm able to click on the UI/HUD, I'd like to be able to hotkey. - Squadron "Salvage Crew", Return! - Weapon group 3, attack target! - Show me the Trading Overview, "Buy from stations" tab - Ctrl+F to focus the search box while on the sector map - etc... This includes the buttons to be implemented in the future. Maybe in-game macros? This way you don't need to throw it all in the Keybinds screen. I remember some from WoW, also in Lua. Very useful stuff. I had one for indetifying UI elements and I'd make further ones as "/click ThatUIElementName".
  8. This topic gave me the idea https://www.avorion.net/forum/index.php/topic,4134.0.html Escape pods would allow for the captain to leave the ship in the drone and the rest of the crew in a fighter-like craft (weapoless). The thing is, it would have to be built the same way you'd build a Hangar; with no block obstructing it. Larger "eject" surface area would allow for more crew to be ejected at once. Larger volume would allow for more escape pods. Instead of one pilot, they hold a few crew members. Bigger pod = more crew members at once in it. When you click Dismiss, the crew member is gone. If you have escape pods, he'd leave in one and would start flying at 150m/s towards the nearest station. No friendly station --> friendliest gate. No gate --> jump away in 15s. Pirates would try to capture any stray escape pods to turn them into slaves (low priority for the pirate's AI).
  9. "The ship entirely loses ability to self reapair until OC is taken off and takes a slow damage over time that grows in proportion to the amount of overclock." You'd need 150% mechanics to cover it. But that's 20% over the cap so you end up taking damage. "npc factions/pirates/xsotan need more balance and composition to even warrant it's use." How about they get to use it, too? They should have the crew stats of at least 100%, right? Auto-repair and all.
  10. I think kiting and poking to prevent shield regen is a much bigger problem. Very annoying in PvP. Even more unfair in PvE because you don't even need to invest in anything. This is my problem, not the shields themselves. For PvP, I see bonus damage to shields actually becoming a valuable stat. I don't know what you mean by pulse weapons, but ramming can't really be meta. You're either too heavy to be agile, too small to kill the enemy before the collision kills you or too poorly equipped to close the distance with enough durability left to win the ramming. With the current AI, I don't even need shields to make a "god ship". A huge armor plate as a shield with weapons along its edge and everything else behind it is just fine. Enemies don't search for weak points and you cn just facetank them anyway. ... Make them die to your auto-aim weapons. If you want to make a "god-ship" vs AI, it will always be possible. Right now, it's just too easy.
  11. Increased difficulty shouldn't affect grinding but challange player's skills in building, planning and fighting. This would require a lot of development time, but would also improve the game's quality. Examples: - AI realizes how profitable a location is and makes their own factory on the location. Would make players want to destroy that or deal with the competition. - Enemies can realize they're being kited and can flee away to regenerate shields. Or take cover behind a full-shield ally or an asteroid. Or even someone friendly to both of you (if race traits allow that) - Projectiles can be deflected. Laser beams reflected / diffused. And the AI ships are built for that - Losing a lot of reputation in a short time period will "brick" it there for a long while, reducing all your reptation gains with that faction for a long time or a specific buffer amount. - Too much thrust could make a thruster start crushing the ship if it's not integrity-reinforced enough - If you make one of those nigh-unhittable needle-ships, you have to be careful with turning or you could snap - Upgrade modules have a chance of losing quality when removed - Enemies can search for you and follow you if you jump away (just cut and paste them into the sector if their allies are there, they're "communicating"). Especially head hunters who don't even need allies, just someone neutral or hostile to you. etc etc
  12. @both of you - That's why the non-linear growth. Balancing shouldn't be an issue. Make the curve steeper if you want. You'd be better off upgrading those systems themselves than power generators. At least, it should be so. Bigger SHOULD be better. That's why it costs more and is harder to move. But that damage over time because something is overclocked is a good idea!
  13. Assign up to 500% power to a system to get up to 200% better performance. Non-linear. Acceleration and maximum speed for thrusters, recharge rate for shields/hyperspace jumps (not amount/distance), damage only for weapons that cost power. Performance - power drain 100% - X1 150% - X2 175% - X3 190% - X4 200% - X5
  14. In Build mode, when you add a Shield Generator, a "Shield configuration" button gets enabled. There, you can delete the looks of the default shield and build your own with "shield blocks". They have to connect to a Shield generator block. They don't mind being built through other blocks. Here, different Shield Generators are highlighted while the rest of the ship is shown with reduced opacity. You can connect separate parts of your shield to different generators. If your front shield fails, you can turn the ship and still have a shield. You know... That front shield and rear shield talk. Generators without a shield connected add maximum health and regeneration to all shields, averaging with their volume. Generators with a shield connected ignore other shields. Power drain is calculated from the shield's volume and its strength is determined by the size of Shield Generators you connect to it. Minimum size is 1x1x1 so people don't build paper-thick, low-power but strong shields. If you want, you can assign different shields to different power priorities. If you don't, it's all just one power requirement bar.
  15. I think we should get a toggle for each profession [require minimum staff] - [require optimal performance] And at the top (free crew): [auto-assign free crew to ship performance] Y/N, which would put some of the free crew over into the groups that just require minimum
  16. When writing the title of the topic, you get some results from a smart auto-search in the drop-down. Here is the Crossout's helpdesk: https://support.gaijin.net/hc/en-us/categories/200612042-CROSSOUT Try typing "account", "download" or just "can't". It would help prevent duplicate topics and remind people of some nearly-forgoten ones. Imagine Avorion with 10x playerbase. Now imagine the forums :P Edit: 10x playerbase and 10x time spent existing
  17. Title... Sort by range when viewing weapons. I'd like to find all lasers with range of 3-ish and higher. Having to look at each of them gets tedious.
  18. My guess is that is the maximum angular velocity you can reach. My ship is agile, so it's almost always turning at that full speed and I don't even notice the angular acceleration. P.S.: the camera leads the ship when you try to roll for some reason. Anyone knows how to disable that?
  19. The longer you have an upgrade installed, the better it becomes. Let's say it's due to technical staff making fine adjustments on it, specializing it exactly for your ship. I don't know if nerfing them all would be fine, but after some time spent installed, they should be better than they are now. This should discourage building one-fits-all ships (which are made by most of us). Right now, I have an 8^3 cube of a ship that just looks like a block of material on the outside. On the back, I just slap what I need at that moment and remove it immediately after. If I need a long hyperspace jump, I slap the largest jump device cuboid I can afford and swap some upgrades for energy generation ones to support it. Jump and delete the block. Same with cargo space and percentage cargo upgrades. Could also be used for a big shield (and shield upgrades) before a bossfight to facetank it.
  20. The distance is calculated from the docking block to the nearest point on your ship. I've seen people using antenas made of hologram block. Put it on the nose of the ship. Also, cheap if it gets destroyed. Physical docking is planned. Shame to waste development time on something in-between while there are workarounds.
  21. I just made a ship with 1 accurate weapon having almost 9 range. And a whole bunch of random weapons slapped on it from the top of the DPS list. I usually start the combat by rushing in, parking myself so I can be accurate and unloading hell on my enemies while they do the same to me. Then I boost away when my shield is low. I use that one weapon to keep the enemies' shields from regenerating while I regenerate mine. Repeat. Not boring like kiting and much faster. Low risk. You also shouldn't be able to destroy a shielded station with 1 Iron-quality machinegun. Shields should regenerate all the time. If you deal less damage than it can regenerate - too bad. When it's down, to prevent big cannon hits being wasted on 10 hitpoints of shield, the shield won't reactivate until it has regenerated 1500HP or 5% (whichever is bigger).
  22. ISSUES: Most weapons in the game have different ranges. A cannon shell just ceasing to exist a few dozen meters before its target is... Unintuitive to say the least. Especially when the other cannon hits. You can't have a weapon group for every single weapon on your ship. It's just messy. Not to mention there's not enough groups. This is a big problem with weapons that spend energy or can overheat. Energy starts scaling up and some weapons enter their range just when they overheat. SUGGESTED SOLUTION: Give all weapons damage dropoff with range. 2 lines should be fine (constant damage and dropoff after optimal range). In the tooltip, we get a graph, showing range on X (0-10km) and DPS on Y (disregards accuracy). This might call for some nerfs to base ranges, but whatever. Enemies get it, too.
  23. If there's an enemy targeting a player, the combat music starts. This happens even if you're both outside of each other's range. The music should start either: - when an enemy inflicts damage to a player - when an enemy with weapons targets the player after being shot at - when an enemy with weapons and you both target each other The Shooting an unarmed station ain't really exciting. The excitment should start when reinforcements arrive. Also, as I've said in the title... Ambient stuff we can't interact with shouldn't help us in combat.
  24. It's to reward player's aim. The idea is that a player can miss. Also, when you're moving, it affects your projectiles while beams are always hitscan and pinpoint. Auto-aim weapons compensate for all of this, each. That's why the damage reduction. Balance issues. Check this out, though: https://www.avorion.net/forum/index.php?topic=4153.msg22165 I'd have nothing against auto-aim weapons doing more damage if there's too much crew assigned to weapons. Let's say up to 160% damage for weapons with built-in auto-aim when there's 130% crew assigned. Does nothing for manually aimed weapons.
  25. Can the cursor's texture be changed? So we don't have a Windows cursor in-game? Also, a suggestion for Options... HUD scale. Affects cursor scale.
×
×
  • Create New...