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Kamo

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Posts posted by Kamo

  1. Maybe those gyros are intersecting a corner or edge blocks' cube.

    Turrets that are on a sloped block's cube are uninstalled when the All Repair button is clicked, which makes most of the Tulipuzo's hardpoints uninstall their turrets on maintenance, annoyingly >:(.

    I may remake the craft to make some hardpoints jut out while replacing maybe the center one with a torpedo launcher ::). (Not promising anything though.)

  2. Pretty cool idea - right now Equipment Docks are just a tad OP, with them producing turrets and modules and some fighters and torpedoes now.

    For the time being, Equipment Docks can be made as an expensive way to get more torpedoes :).

    I don't know however if they make or spend money, as they also are a "good-consumer-but-not-producer" station like Research Stations and Habitats.

    Does someone have feedback on 'em ??? ?

  3. I'd like both building instantly through Build Mode (as doing otherwise would be impossible or very awkward) and shipyards taking time to make ships, but would be remotely ordered to do so, RTS/From The Depths style.

    As a bonus the shipyard would evidently crew the built ship, and with quality crew, so the time lost building would be countered by the time gained by not messing around to gather crew :) !

     

    I definitely share riess' and Rockethrob's opinions on how delayed building might turn off "survival" and "lone ship" players and ruin lots of fun... and it would also turn off newcomers who'd try to make their first ship in survival mode, as pirates would wail on their even more incomplete in-building ships :(.

    I remember making trailers for my first ship to convert it into a cargo mid-flight, maybe other people like playing this way :D.

     

    I'm also sharing Wanderer's "not be able to test the ship" worry, as it would mean testing energy production for hyperspace a tremendous hassle, especially for ships huge enough that modifiying their insides and replacing the armor would take minutes. And same thing for finitions (like "whoops forget to nail the armor with integrity fields on whatever place, need to hammer them before xsotan attack" ::)).

  4. But then you can get a certain turret infinite times by placing it on a cube' date=' saving the cube and spawn it a lot and remove the weapon and put it on your big ship?[/quote']

    I guess so, the blueprints should be obtained alongside the ships. It'd make looting almost a collective thing (as all players would be able to share weapon blueprints this way, unless a watermark-like safety is put in place to avoid such behavior).

     

    For the weapon quantity I guess it'll depend on energy (for a soft limit) and volume (for a hard limit, to not end up with an infinity of those weapons, as as Orks say, "there is not enough dakka" ::)). That would allow 20-mile-long-ships to have size 20 turrets to go with them (which would shoot huge but less lag-inducing projectiles than 10 size-2 turrets).

     

    Or maybe the turrets would be limited by the turret count but TCS would be integratable on the ship (it has been said that an idea of integrating modules into as ship was around, so what about in a blueprint~ :)).

    It'll sure radically change the way ships are currently made (hoping version checks'll be put in place).

  5. The "gate traveling through each other" behavior is wicked cool !

    Do not hesitate ! That'll help the original mod maker and the most eager players wanting to get it working :D !

  6. So, for a micro-mining fleet, a dedicated guard (with anti-ship guns, ordered to Attack All Enemies), a following flakker (with only PDCs which follows the scavenger) and a dedicated miner (with only mining lasers) are necessary, which is kind of cumbersome.

    Good thing nothing but persecutors attack when the player is away: the combined strength of the three ships should be enough to deter persecutors, and the lost configuration bug causes no problems because there'll be no pirates and xsotan until you go back.

     

    But it'll be essential to

    • Get rid of that "lost weapon configuration on logout" bug before Out-Of-Sector wait wheres the T in OOTS attacks becomes a more-than-persecutors-only thing (it'll allow 2-ship mining squads by the way :))
    • Get fleet action working before OOTS attacks which'll need defensive fleets to patrol through sectors. (With at least a "protection" tag that would cause protection ships to fight before non-protection ships 8).)
    • Warn everyone when the next patch'll call OOTS attacks so everyone can build adequate defensive fleets in time to protect their defenseless mining expeditions ::).

  7. Guess flagships needs captains at all times, to order them to go to the drone (ordering to go behind it will make it go faster) or attack all enemies. That'll get rid of the "enemies kicking flagship to pieces while captain is in route" problem.

    Hopefully next patch would allow switching to a ship in particular (or a random ship, at the worst case) and/or upgrade server behavior towards accidentally disconnected player ships (maybe making them go hologram-like, or making them pop out then pop in at a secure location, and also allowing players to immediately reintegrate their last piloted ship).

  8. Oh, some like their shields either [shadow=#00A0A0,left]avorion-original green-blue[/shadow] (is the current shield color a gradient ?), the [shadow=#0000FF,right]classic blue[/shadow], [shadow=#FFFFFF,left]Freelancer white[/shadow], [shadow=#80A0FF,right]Nexus The Jupiter Incident light blue[/shadow], [glow=#000000,2,300]nigh-invisible/stealthy black[/glow], [shadow=#6000FF,right]indigo on pink hologram decorations[/shadow] to draw dazzling vaporwave motifs ::), etc...

    With the possibility to make it invisible in Build Mode (the wavy effect is neat but it can mess up pixel precise block/turret placement).

     

    The round shield would be way too tacky in a universe full of blocks, and engine-intensive too, but the idea of shield shape configurability have been suggested, so sphere-like shapes would be cumbersome to make but at least possible :).

    ...and it would allow for shipyards with external shields.

  9. Good thing there is a Creations subforum ! Never enough starters however ;).

    The tag confusion is pretty possible when there's no guidelines, as some builders can get dumb, like

    • Putting an higher material than the tagged material(s), as some people never go into survival to build their own ships with materials they mined, hence not understanding the way materials become available to the player (remember: the cool yellow and red lights will cost Xanion or Avorion, what players at Trinium core-distance will have zero of, as is, not the tiniest speck of em >:()
    • Putting the fighter tag on a carrier, because it carries fighters' ::)
    • The early game to late game combo is confusing: I guess "starter" would be "less than 6 000 Iron and 1 500 Tita", "early game" would be basic cheap ships, and "late game" would be expensive "PvP builds"
    • Same things with the arbitrary classification, especially as there's no more information, besides maybe battleship volume/mass/slots (as there's an achievement for it) ?

  10. Yaay ! At least it will satisfy people who want to customize their gun appearance and have the meanest- or goofiest-looking weapons ::).

    Cue turrets shaped like fly swatters and rolling pins for the "firing everything but the kitchen sink" feeling !

     

    ...liking the "torpedo launchers disguised as solar arrays" (or was it the reverse) and the blunderbuss on the last screens ;D

  11. Ouch, deception :( ! I guess player-designed weapons would have trapped the balance then ::).

    I would have designed force-pulse kinetic torpedo ejectors for assassination ships, and firing-on-its-own-ship force turrets as microwarpdrives for at least my upcoming Triniumgrade scout ship (if I ever get to Trinium :)).

     

    Please use quoteblocks (with [quote][/quote]) or some other way to differentiate koonschi's words and yours.

  12. Currently waiting for... now, 5 weeks and 1 day.

    Yeesh ::).

    But the devs are currently swamped with bugs since they implemented a new automatic bugreport system, and 0.17.1 added an entire subforum page's worth of (manually-reported) bugs. The one which currently blocks me is the "random crash on Build Mode".

     

    They haven't jumped off the flaming ship: Avorion's twitter was kind of active a week ago, so no worries ;).

     

    Honestly, I like the community's great patience and understanding, as you are only the second asking for updates. 0.17.2 promises to be a great update for stability. :)

  13. Hello there, first of all i must say i love this game so much, i bought it about week ago and i already have about 30h gameplayed. In spite that i work at hospital 12h/day its quite achivment i must say ^^

    Wow :o !

     

    Er, it's actually completely random, I think. I'd recommend installing the Hammelpilaw Extended Turret Factory mod to avoid having to explore the entire galaxy for your dream weapon (or at least, confirm the strange core-distance bias about multibarreling).

  14. Ive half shelved the game for now. I have enough resources saved up to rebuild my entire empire 3 or 4 times over and nothing in the galaxy can hurt me.. sure if half the galaxy attacked one system theyd prolly win but then theyd be wiped out. which doesn't work in current version so no fun. meh. anyway that's another topic.

    I understand it too ! Right now I'm waiting for the next update that'll hopefully stabilize build mode so I could continue playing, but the devs are swamped with zounds of bugs, like, there's an entire page in the bug section dedicated to 0.17.1 :(...

  15. In Neutral Zones, Pirates are nonexistent but the Xsotan's delayed spawn still happens, which means the player is mostly at peace, unless the player is also mining/salvaging/having autodefending turrets, which would trigger the Xsotans' aggression. Otherwise, since the Xsotan do not attack unless the player or one of his ships fires, the player is almost free to build.

  16. I had an idea for enabling more turrets months ago, replacing the hard cap by a soft cap with increased vulnerability... and another which uses exposed surface angles.

    I'd almost add to it that turret modules would then increase turret count in percentage, to get things like "3 turrets per angle of approach" with an exceptional +200% TCS 8).

     

    I'd almost say that turret limits exist because of the server load incurred by hundreds of turrets firing at once :-\, so there'd be a strong incentive to limit the turret amount by making it a module-driven rigid and pretty low limit (a player would only have so many TCS (by grinding or buying at equipement docks) and module slots (limited by ship count, and their volume at a fast rate)) in order to ideally get ~5 turrets per ship.

    It disadvantages large ships, curiously enough, as getting two more turrets is easier by getting a new ship than increasing the rarity of two TCSes (which would need looting or buying eight other TCSes of the same rarity, compared to getting new crew at any station).

    Sometimes I felt the limit was too stringent (flak corvettes needing four guns, so two petty/normal TCSes or a uncommon each) so I modded my equipment docks to get 50 more quantity if the module for sale was a TCS :D: it's pretty easy with minimal programming knowledge.

     

    The increased vulnerability drawback is a really good one to consider as it would enforce a balancing act between HP and turret count (mobile PvP balance?) while allowing awesome mile-long ships (one of Avorions' main cool things) with forty angles of approach to get their forty turrets before getting TCSes that would make em four hundred (ok, it has four hundred turrets, but it's several hundred times more expensive than a twelve-turret light cruiser, and let's not talk about the crew-getting shenanigans).

  17. Yup. I divided the civilian penalty by 50 (for another reason) so I can still make my patrol ship Attack All Enemies but yup, civilians should not be auto-targeted unless attacking first (which'd cause aggro), armed civilians should not incur penalty, and, importantly, armed civilians should never fire on stations that they are approaching to dock with despite being enemies :(.

    Wanna trade with the CII ? Turn that chaingun oooff >:( !

    After all some factions fire at them and aren't universally hated for doing so ::)...

  18. That would be kinda strange. To train new captains for his fleet the player would make his main ship some sort of mobile academy, which would kinda act as a "true"(?) "flagship", needing to be defended at all costs to not lose the captains-in-training.

     

    Right now the captain AI is kinda sucky but not as much as before, so it'd be kind of cool to see the two AIs in action, hence my alternative idea.

    Rank 1, Cursed Trapisonda pilot: Old AI, very prone to crashing into things. The player might make him stay in his ship to advance his rank (which would be kind of the Rank 1 on Kampf's idea) rather than risking getting his new ships trashed. Also, may involuntarily go through gates when patrolling a sector (rescuing missions may be added in the future because of this behavior also happening with NPC factions, at least on the roleplay level).

    Rank 2, Actually disciplined conductor: AI from now, much less prone to crashes, but slow by moments ("go faster than 150 m/s, geez~"). Functional, but unable to do advanced things like going to a system more than one gate away, or cargo runs (as they're not implemented yet).

    Rank 3, Worthy captain: Future/updated AI, which'll be faster, even better at preventing crashes, able to go anywhere, trade away and use better orders.

  19. When production line amount is calculated, the new amount of production lines begins at once.

    So the station had 2 production lines : 2 lines.

    Then it got avorion'd : 2 (previous lines) +4 new lines if I remember it well.

    Then it got upgraded, from S to XL : 6+5 (S to M), 11+6 (M to L), 17+7 lines (L to XL), so 24 lines should have been displayed at once at the moment. The 25th must have been one of the "free" lines from not having production blocks at all (so it would apply an "iron" line before updating to avorion).

    The unused production lines should cease after the cycle is complete, going back to either 7 lines (applying material max production lines + 3 lines due to upgrades) or 5 lines (applying station upgrade level-related max production lines).

     

    Do not hesitate to tell if the number of lined changed after a 6.5 mn cycle, a back-and-forth jump or maybe a restart :).

  20. We will be soon (I hope) able to make full economy conversion mods that'll try to answer the conundrum of "why do we mine coal/ore/aluminum by building stations on asteroids but iron/titanium/naonite by lasering similar but different asteroids" and why ships are so easy to make while custom-made weapons are so hard to produce :).

    But at the moment, wonder: if ships needed a host of materials, making them would be inordinately challenging or get cumbersome, and the starting probe-ship would need a big enough cargo hold, or would need to be upgraded to a full-blown "starter ship".

    Or there would be "ship class requirements": the player's ship volume would be limited until certain things are added to the ship. (It'd get weird as, for big ship blueprints, there would be "ship eggs", floating cargo holds to hold the upgrade materials before "upgrading" ship class and evolving into the desired ship.)

     

    Making materials have a bigger place in the economy model is a good idea, alongside endless material production like with the MineCorp mod.

     

    Another cool thing would be material-related economy models, as in, there would be an economic model per material, each one having its quirks~. Ideas:

    • The Iron model would be the most complicated (like, as complicated as the current one), while the other models would operate simplifications (like current modded "complexes").
    • Each model would be designed to "answer" to the previous' waste/useless goods.
    • Each model would, of course, add its material to itself (even if it'd only be a secondary good in a few factories). Higher materials would have odder "effects" on the model. That would add some lore on the materials.

    But I'm making that thread devolve into a suggestion thread, so whatever.

     

    "Making a ship entirely of raw iron" is metal, therefore satisfying enough ::).

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