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Kamo

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Everything posted by Kamo

  1. Theoretically yes. I didn't check if stone fighters are immune to electricity, but I'd make some to destroy Mobile Energy Labs ! It'd be more economical than Histoire-class Variant Heavy Destroyers :).
  2. Yeah, it'd be cool, especially to get max range turrets because base value and increase by ingredient are both random ???.
  3. Er, no, not at all, but we're not sure if rifts are supposed to move. Maybe it's due to the seed changing or because the world is very old~
  4. Fighters aren't responsive while attacking: it's necessary to retarget... unless you tell them to defend your ship ! Or if the carrier is AI-controlled and set to Attack All Enemies ::). They can do lots of damage, as one fighter does a third of a slot of damage, so a squad made of a 4-slot cannon should do as much damage as the original cannon :). Fighters are absolutely awesome for mining and especially salvaging because they do not get stuck at all. They can also inherit a single mining laser's stats, so it's very easy to duplicate the highest efficiency of all of them 8). The reason why I'm currently not playing in Survival is that I want to wage a little war, but in the Naonite Belt :P so I'm waiting either for salvagers to not get stuck anymore (and wow the Magic Kappa is a very bad design attack-angle-wise, but it's voluntary)... or for Hangars to become available at lower materials ! My favorite ? Yumiddles because of the river of explosions, also their missiles are wonderful to kill enemy fighters ! Though Automatons are incredibly practical to get rid of shields on large targets such as stations and bosses, those it seems lately all bosses (maybe except the AI) got overhauled with amazing point defense. I had to send a Konno while firing with a Namatemago to destroy the Mobile Energy Lab and it barely worked, that was eleven torpedoes a salvo ! Damned mad scientist appeared 9 km away from my Rikka (rather big bait, alas) and blew it up with extreme prejudice. Next time I'll make a "anti-MEL" Heavy Destroyer in the shape of a closed book, the outer layer made entirely of stone, it'll be more economical for Survival and I'll try to make her "compatible" with the Konno so she would morph in and out of it without losing cargo, fighters or torpedoes. I'll call it the Histoire-class :D. Edit: There. (It's in the Utility Ships. Maybe the 20-meter stone thickness wasn't necessary at all, but while testing no damage was taken from heavy lightning gun fire :). Also, a Destroyer made of 127 blocks (actually less, I didn't merge some internal armor). And I used Computer Cores too :D ! It's not very large for it's thickness though, and there's not much text because I'm skirting the character limit ???.)
  5. Force guns are way too weak: they only spin enemy ships... if they have any kind of Inertial Dampener (which is actually quite rare), unless you use a massive amount of them, or hit stations, and you have to use them with Turret Lock Blocks to not make them spin a lot. Their strength need to be multiplied by the Tech Level, then by at least 5, then by a multiplier depending on mass of the block (so a good Iron gun will probably be better than a good Titanium one because Iron ships are heavier and need more strength to push/pull). Repair Turrets are also way too weak: at the Xanion Loop you're supposed to have at least a Light Destroyer as a main fighting ship, with around 1 million hull, and Xanion repair turrets are between 250-500 repair per second, actually worse than 130% base hull regeneration. The very premise of the game is anti-PvP by definition: players have the freedom of making the ships they want at the scale they want, only limited by the resources they can find. So PvP naturally tends to "make the biggest ship with as much TCS and weapons you can with and hope the other player does not have a bigger one with more weapons", especially as resources aren't given back by insurance and TCS are dropped and taken, so the player with the biggest ship gets the best TCS and weapons and is basically immortal unless some form of teamplay occurs. And station building quickly becomes a waste of resources, as said big ships plow through stations with ease, and xsotan and pirates becomes a non-issue. Avorion is mostly about the roleplay and the rules players make for themselves. It's a big sandbox, and not much competition can happen when everything is made of sand. Three options are needed to make a form of PvP balanced: the ability for the admin(s) to see and modify players' inventories and resources (like, to empty them), a way to limit construction (like, to impose a temporary volume/mass limit) and a way to turn off their other ships, then the admins can decide to do limited time mining and building competitions : mine how you can and build a ship, then compare and fight ? Or limited resource building competitions. Multiplayer PvE needs a lot of balance since an alliance of players is much stronger than the sum of its parts, but the PvE will either be way too difficult, or a complete joke, because of the variety of playstyles. Some like to make stations and fleets and build turrets, which'd be huge in the long run, while other like to make huge ships with all their eggs in the same basket, some of them being very strong or weak in the short run due to the random nature of loot. So multiplayer PvE also needs to be player-managed, with invincible admin-observers playing with an exponential balance slider (to match the scale of the players' ships), and the ability to spawn ships of a particular NPC faction and strength (multiplied by the previous slider of couse) and order them to jump to a sector to cause mayhem, "special events" and actually challenging fights 8) ! Singleplayer PvE may also benefit from a similar balance slider, which'd progressively apply with the total volume/cred value of players' ships (to allow the player to prepare her/himself to the actual balance), or maybe a set of them, who knows. Also, the game may benefit with custom difficulty options (making the current difficulties presets?), with at least multipliers to player and NPC damage. A 25% player/100% NPC game would get very fleet-centered as the player's fleet would do the damage instead of the player her/himself :D. ...the outranging is going to be much harder, going in reverse won't just cut it anymore :P.
  6. [move]Annex A[/move] Mobile Ordnance Z-00 Crumplepaper-class Irongrade Cargo Shuttle (7 795 Iron, 53,35k Production) [spoiler=See the ship] Name origin: A "supersonic" paper plane from the Walter Melon series. The strange "goddess of cuteness" responsible for the Ainen-class War Scavenger has also designed a plane made of folded paper and very thin iron circuitry which can somehow act as a cargo shuttle. The plane burns itself to propell its contents and iron circuitry to its target, then the target makes a new one by an easily automated folding procedure, out of completely renewable paper and reusable iron. Zuom Cloarth-class Irongrade Force Fighter (4 687 Iron, 19,29k Production (pessimistic estimate?)) [spoiler=See the ship] Name origin: A spider-like monster from Chaos Legion, a "gothic opera/hack and slasher" video game. Trinium's curious consistency and properties actually stirred research on a new class of craft, as one day a hollowed-out cargo bay was found, crawling with strange maggot-like things that nested there and crawled at incredible, ship-like speeds when we tried to capture them, using magnetic fields to slow down vehicles and mobile tools sent at them. CII engineers, plucky as most of them are, managed nonetheless to capture, breed and use them as remote-controlled bioweapons able to bog down enemy ships in hordes. Dralthiken-class Irongrade Bolter Fighter (1 307 Iron, 1,49k Production) [spoiler=See the ship] Name origin: Mix between Dralthi and shuriken. As soon as Hangar technology was invented, Kilrathi CII engineers repurposed their common Dralthi fighter as a semi-automatic fighter. The Kilrathi Fralthra carriers would scrounge around their hangars with their pincers to send them like ninja stars, so the CII rechristened the model "Dralthiken" as an homage. Yariddle-class Titaniumgrade Bolter Fighter (6 730 Titanium, 72,49k Production) [spoiler=See the ship] Name origin: The "-ddle" fighter classes are organized like a Patapon army, a yari is a type of spear. When Hangar technology was invented, it spurred a breakthrough in cuddle power armor research, as magnetic fields would be used to make the armor float as well as their aerostatic occupants. The magnetic fields cycle remotely through a rythm that make the armor advance, rythm that's emitted by war drums. This allows cuddles in power armor to destroy enemy ships by manually throwing spears at them. Tateddle-class Naonitegrade Laser Fighter (8 594 Naonite, 0,22m Production) [spoiler=See the ship] Name origin: The "-ddle" fighter classes are organized like a Patapon army, a tate is a type of shield. While cuddle power armor was developed, a number of power weapons have been developed, one being a fighter-sized version of the Hammer Shield Gun produced on ever-spawning unreal tormenting arena-planets. Paired with a industrial lightsaber, the Tateddle can support the destruction of enemies while "tanking damage", albeit somewhat ineffectively due to the scale difference from ship to fighter. The Tateddle was, despite everything, a disaster, as the fighter wasn't blessed with any true shield health. The shield on the nose is a graphical bug. It shouldn't be there on the published design. Feel free to remove it if it's still there ;). Automaton-class Naonitegrade Plasma Fighter (7 060 Naonite, 0,15m Production) [spoiler=See the ship] Name origin: The Automatons from NieR Automata A dying alien race that apparently ravaged a Earthlike planet near the Avorion Hill had to retreat while the Xsotan arrived. Their ships were destroyed by the Xsotan but their automatons have been recuperated around the Trinium Reaches. Made of Titanium and Naonite, those machines use a hive-mind protosentience to achieve advanced synchronized dodging, and fire nice explosive balls of plasma. Their contribution to the CII is pretty much without fault, except the Automatons want extensive lodgings and repair facilities. Yumiddle-class Triniumgrade Launcher Fighter (13 580 Trinium, 0,98m Production) [spoiler=See the ship] Name origin: The "-ddle" fighter classes are organized like a Patapon army, a yumi is a type of bow. Among cuddle power armor weaponry, the bow of infinite explosive arrows was a tricky one to make, as sophisticated quiver-to-hand arrow transfer machinery has to be built inside the suit. Cuddles use their personal magnetic field not only to pilot the suit but also bend the bowstring, and steer arrows towards enemies. Their suits also have been made slows despite being made of Trinium, as to not be faster than the Tateddles who tank for them. Reaper Attack Pot-class Triniumgrade Railgun Fighter (22 376 Trinium, 2,66m Production) [spoiler=See the ship] Name origin: The Sea Reapers from Giants: Citizen Kabuto A lot of the sentient plant life from the CII are very pacifistic, especially the humanoids. Those plant women have had a pretty long self-defense course on a fragment of a magical planet where sea sorceresses reign. Those have made special pots for them to draw massive amounts of magnetic energy from the telluric essence and the magic-infused soil, propelling magical bolts of force through a temporarily manifested magnetic rail to anything that doesn't attack first. And they're usually going topless so almost everyone gives them initiative by gallantry and lustful contemplation. Reaper Attack Pots are usually used for station defense purposes. Kibaddle-class Xaniongrade Bolter Fighter (5 877 Xanion, 0,33m Production) [spoiler=See the ship] Name origin: The "-ddle" fighter classes are organized like a Patapon army, kiba means "horse-rider" in Japanese. Cuddle power armor is already pretty fast for what it is, but ships are often faster than them so those "fighters" sometimes cannot close the gap with their target. But the Idolatric Initiative has already salvaged large amounts of wreckage with lots of tiny engines, and a technique has been recently developed to seat cuddle power armor onto tightly-leashed wild engines, reinventing cavalry. Those lance-throwing cavaliers are at least half faster and much deadlier than usual Yariddles.
  7. There is already a lightly exponential damage multiplier by slot (a 2-slot weapon doing 120% more damage than an 1-slot), but damage calculation is way too randomized and exceeds those multipliers. In my creative galaxy I have a legendary godroll independent targeting Titanium Bolter that still does more DPS than my blue Trinium Cannon which is in itself a nice roll (it's the best of twenty-or-so cannons). It has something like +280% (x3.8) damage, but also a supplementary modifier of "+220% shooting while overheating" (which probably means x3.2 rate of fire in this case), and those two things may add up to +1116% (x12.16). If that beast of a weapon was not independant-targeting (removing the x0.33), it would do 36,48 times more damage than average, which'd be totally ludicrous ! Though the bolter was made before slots were a thing, so the calcs may have changed since. Rarity is also a multiplier (a green turrets does twice as much damage as a white, a blue thrice as much, etc.) and Material may be (or may be bundled with Tech Level).
  8. Over max ? Verify if there is enough cargo and remove cargo that is over max, then relog, it may have made it bug out ???. Mining robots and Teleporters are very valuable commodities, so they have enormous production value. Try getting around 15 000 assembly power (enough for making a robot or teleporter in 10 seconds, so a batch in less than two minutes if the batches are less than a dozen): there is a bug that makes goods impossible to produce (or makes the bar(s) invisible) if there's not enough assembly power, I've encountered it with a Targeting Systems Factory. I also wonder if that bug is due to the 500k cap somehow happening to player stations.
  9. Ah that ::) It's the thumbnail creating and/or loading Try putting old ships in folders, the autosave sometimes goes (properly) paranoid :).
  10. Yaay ! Though I wonder what the Kazumu is *searches frantically :)* Your banners are much better 8) That forum really needs a "plus", "thumbs up", "like" or even "reaction" feature for the Creations galleries !
  11. Kamo

    Ship Scaling

    Making ships smaller with the rescale also causes drastic reduction in hangar (and therefore fighter) size, cargo/torpedo storage, and torpedo shaft size (so the Naru, which is a 0.75 rescale with size-5 torpedo shafts, fires size-3.75 :-\). The thickness thing is interesting. Maneuvrability should stay the same if thruster strength scaled with volume and therefore mass, so there's significant added inertia: the speed from 1 kN thrust on 1 ton is mistakenly greater than the speed from 10 kN thrust on 10 tons... It's pretty visible on the Konno, which has almost half her volume as yaw thrusters and gyros, though her yaw is "only" 0.49 rad/s. If I downsized it 0.5x I'm almost certain the yaw would shoot to the 4 rad/s cap. Maybe that inertia has been added to make bigger ships less maneuverable because it "should" be, by gaming/hollywood/whatever standards, while in Avorion it shouldn't be the case, as having a bigger ship increases proportional space for more engines and thrusters (which is one of the reasons big ships tend to go and turn faster than smaller ships) !
  12. Maybe it's not official, but the author Avorion Multiverse Mod may have found it out, and it's volume-based~
  13. Woah :o ! Such wonderful detailing while keeping a simple appearance :) ! Is it a texture mod to make the hull so... matte ? (And those are really fierce ships, they are full of hardpoints~) Edit: B-Bigger and more detailed :o ?! *falls down his chair in awe* Ah - I made a Heavy Destroyer, the Konno, which has an hardpoint for four size-10 coax turrets in a square, giving the illusion of a size-20 coax turret (though here it's more like a huge rocket launcher ::). Though the big flat Turret Bases are challenging to hide, weapons of titanic size are possible through linking (though finding non-rail coax weapons is almost impossible, finding enough weapon slots (legendary TCS =9 slots, 10-slot coax = 20 slots) to install those is problematic, and the AI is unable (for the moment) to fire a coax weapon properly :-\). Also, coax turrets, except the first block in contact with the Turret Base, can be embiggened to 1.5 times the size (so a size-10 coax can look like a size-15 (15x15x120 if I remember it well), which helps for linking the turret parts) :D.
  14. It sure is. In creative I'd have to make research on railguns at my Xanion Yard to eventually make a 6-slot one to test it (if I can even make one), but I want cannons and other weapons because they'd be more in line with my designs, so I'm waiting for a way to build bigger turrets out of factories ::). Post sure is overly aggressive though :(
  15. The only things I'm sure of is that it's in a script (probably shiputility.lua), and the biggest ship I've spawned in Survival, the Hotaru-class Titaniumgrade Heavy Freighter, 11 slots big, isn't classified as a battleship for that one achievement :-\. Feel free to classify how you want I guess :).
  16. Everything works (better) by volume (so the bigger it is from any dimension the better) with some exceptions: Surface-based: Solar Panels (which by the way works wonders as armor once integrity fielded, they have an honest amount of hit points, so making them as thick as usual hull/armor is good practice unless you make internal "millefeuilles" who are really expensive unless the ship itself is huge) Three-way size-reduced: Cargo and Torpedo Storage, where only an interior part is accounted for, so they work better as cubes (making long or large parallepipeds is inefficient). Computer Cores seems to also function this way, though, incredibly, Crew Quarters are purely volume-based so your crew can live in 0,1 meter high-and-large tubes without problems but not those demanding computers. Two-way size-reduced: Hangar blocks which are similar to Cargo blocks but only in two of three dimensions, the third being the "depth" (so cubes and large parallepipeds are better than long ones). There is also a threshold (12 by 12 by whatever) to have access to size-8 fighters which are the biggest at the moment :). 12x12x16 is enough for the full 120, if I remember it well. Utility-based: Torpedo Shafts. I don't know how they work, but I assume they need a minimum of NxNxN for a N-size torpedo so they'd be better as cubes, but I may be mistaken. By the same classification Hangars are also utility-based by way of minimum fighter size. Thrusters may change in efficiency when you change their shape at equal volume because the center of the thruster gets farther or nearer from the center of the ship and/or change the ship shape/center-of-mass location which alters the distance-to-center-ratios.
  17. I guess that update was pretty nice ! Yaay ! But I wonder what the flower-like upgrades are. Gotta explode explore more ships on that creative mode galaxy :) !
  18. There are two community managers ? Last seven days there wasn't a single update from them in this forum :-X. Sorry to side with Devious on this one. Maybe they're spending too much time moderating. There may be a need for one or two actual scheduled posting hours - the managers could relay each other too. Screenshots and other things are not needed, just having a "oh, we're still alive and doing this, and here's a random anecdote" kind-of-heartbeat, at least once or twice a week. It's the little things and updates - Web 2.0/social networking rhythm. And the weeks there's nothing to tell, we may have things like updated batches of approved features, or involvement in Suggestions, talking about the game balance to refine existing suggestions. It'll give us some information about where the game's going. Also, maybe pretty important: a post with links to things the community managers do outside the forum ! We may be missing most of their work because we're on the wrong platform where all the action's elsewhere !
  19. Wow, that first one from Jester is awesome ! Maybe "Trimaran" is just the name of the faction :)
  20. Quite. I used to have a rig consisting of the minimal requirements and the lowest graphics options could make the game barely run, but with an actual low-cost gamer rig like my new one Avorion can function perfectly with the best graphics options I would have wanted (as is, the delicious explosions and bloom). What's important is memory, then amount of CPU cores: the game seems very reliant on multithreading. One of the stablest games of its generation I've played so far. At least it's more stable than Empyrion. Steam says 250 hours, though some of it was idle/grinding time waiting for the necessary cash for the next station. Then it was roughly half-and-half building ships and piloting them (with half of it being crew recruitment, but I have kind of a lengthy process). My least favorite part is the trading, since there is not enough automation there, so making cash is very grindy, then very idle once you get a station running making cash for you. It'll get better though, hopefully ! My favorite parts are the sheer freedom of design (it can be felt in my Shipyard where it's all over the place) and of course the explosions (they're nothing special, but there's a lot of them, at least one every four or five blocks destroyed, and they are deliciously rewarding you with materials and modules and turrets and credits and...).
  21. It's a mod, though I do not use it :). Maybe the other player deliberately sent the freighter at that station to buy from it. The "don't buy goods" should only apply to NPC ships or player ships who are looking for a good without specifying a station (if it can be done this way). Any way you should ask the modmaker on his post instead of an official vanilla beta branch patch ???.
  22. Maybe the module cost would be a third of module slots, so small stealth ships would be still viable. But then there would maybe create a meta around multiples of 3 slots ???... The submarine tactic would be excellent (especially when Hangars will come in all materials, or else stealth would be utterly undetectable before the Trinium Reaches ::)).
  23. Yup, backup support would be nice. Maybe even automated and configurable ("x backups per galaxy") for big disk users :).
  24. Force guns are functional in beta. They have four "types" of "damage" values: Pull, Push, Self Pull and Self Push. The first two affect the target while the latter affect you, so a Push/Self Pull is a good one for throwing. Force guns are very weak, asteroids are very dense and collision damage has been nerfed :(. Targeting is very difficult (if the camera is above your ship, the target will go slightly upwards, and so on) unless you have a vessel expressly designed, or rotation-locked turrets so you're sure to fire directly in front of our ship. Four-five turrets starts to have an effect (five xanion turrets can push in 10 seconds a Dualefort Station at a speed of around 90-120 m/s), while single turrets' push/pull tend to be absorbed by the target's inertial dampening though NPC ships tend to have almost no Inertial Dampeners, and asteroids obviously don't, though the base inertia multiplied by their mass isn't to ignore. It's very tedious for not much effect though, but it's a way to damage things without angering their factions ::). I don't know how effective it is against stations as I never tried it though.
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