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Wanderer

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Everything posted by Wanderer

  1. Well first of all, there is a plan in the roadmap for an event where a crewmember gets injured and needs to get to a station for cure... so thats one of your points wich should get implementes. Second, i would love it if crewmembers could die in a fight, like engineers dying if engines or thrusters get destroyed and mechanics if any block gets destroyed, and the amount to die would be done with some kind of formula like amount of crewmembers/the totall volume of blocks in wich they work * the volume of the destroyed block and that devided by 3 (like 8 hours workshifts) and something different for crewquarters. Apart from the training centre and that stuff, i do like his suggestions and hope they will get in the game, as i think its weird someone can shoot my crewquarters or workingstations without crew dying
  2. Has been suggested I disagree with the fact its a sorely needed feature, as exploration is a big part of the game, or you would be able to ask for their headquarters, find and sell asteroids and get all the info of their map. The only way i see this possible if the prime sector, alfa, beta etc get some kind of district, but for that you would have to find the prime sector (of the district) and that that's where you could buy the map, but i still think it would ruin the explorationpart of the game. Perhaps a map with all the gateways would be possible without reducing the need of exploration in the game. However, if you were able to go to their headquarters and get a mission with the reward being the map, then i do agree. For the mission, i think being part of a factionwarfleet for some time and have to defeat a way stronger enemy with your allies would make it something you cant just get and skip all of the exploration, as you would need to be able to defeat the fleet first. But then also do give the mission a minimum firepower and hp requierd. just being able to buy a map and skip all of the exploration, no, just dont pls
  3. Im against it, purely because he or she might understand it, but if someone else reads it, then its impossible to react to it. I honestly dont think its a that big problem, just some have bad grammar (me) or a bad choice of words (me), but as long as people can understand what's meant, i dont see it as a problem and adding more push to talk in non-englisch, would cause more misunderstandings because something wich has been explained in another language.
  4. Not exactly what i was going for but i totally agree riess! I was just annoyed that you can buy/sell turrets and upgrades and only buy fighters, but if there are weapons you can sell for over double the building cost (almost non-overheating railguns or uberdps tesla's or so), why not make fighterproduction and trade a thing?
  5. They cast themselves into destruction of shields, more damage to shields than guns, and a big explosion, reacting to a rapprochement like a contact fuse You can call them the older version of plasma guns. They have better self-direction than torpedoes. From easily dodges, if the ship is maneuverable. So its a homing plasma... for new weapons i think they should be more special then just a combination of existing weapons...
  6. But how are these different to launchers and cannons? What will they add to the game that no other weapon does yet?
  7. Well the point is, i used less accurate teslas before, but cant remember for sure but i recall them being so accurate to, so i dont think its that.
  8. Tesla's seem to have an inaccuracy (mine have 98) but they are deadpoint-accurate like lasers. Anyone knows what's the idea and/or if it isn't supposed to be laser-accurate?
  9. As it stands now, turret factory made turrets are way to good. In my opinion, this is because they arent balanced at all. You get the max dps, range and firerate if you just max out all components (with exceptions where less is better). Only fire rate for cooldown weapons can be usefull to change, so they (almost) dont overheat. This way you get the overpowered weapons wich we all use these days as soon as we can pay for them. And now my suggestion: Make turret building function like the fighter mechanic: with points you can spent. The idea is that you can spent points on accuracy, damage, fire rate, range, energy usage and energy increase, and overheat speed. To make sure the turret facs dont end up all the same i suggest that you give turret factorys a few specialities, like a larger increase in range, damage accuracy etc, wich then can vary between certain bounds so one can still be better than a different factory with the same specialities. I like the use of goods, so i propose to bind the goods needed to the stats you give your turret. As example: if you improve the amount of damage, the amount of goods (those wich are now needed to improve damage by adding more) increases as well. This way i think turret factories will still be better than found turrets most of the time, but at least not so overpowered anymore and leads to more ballanced turrets instead of uberturrets, wich are powerfull enough to use just one and then you're capable of killing most enemys there are, except for the strongest of enemys. Research could be really nicely changed to go with this, by giving a player the option to improve some points of the turrets instead of giving some random turrets: lets say you got 5 exceptional turrets. with fighters the amount of points you can spent on them it is +5 every time the rarity goes up by one. This i do propose to, so you can add extra points to the turret, so it becomes better at a certain point. This way legendary turrets would become what they should be: the pinnacle of weapons, not some random turrets that might be good or not. Im sorry for the grammar...
  10. I think to that being able to sell them to equipment docks would be rather nice instead of just destroying them without other options yo get rid of them.
  11. Yep, had the sama issue, i think it is because the block on wich the guns are placed is damaged, but indeed its rather annoying if you have to replace the guns over and over again... just using the repair destroyed tool works for me if i can find all those blocks
  12. Honestly, i would hate it if i had to wait for my ship being built. However, i think it would be logical if you had to be in a shipyard (or the shipbuilding thingy if its called different), so you have to be close to it to built. If you have to design it first and build it afterwards, you cant test it whilst building. For the modules, the devs want to implement something similar to whats mentioned before: if you mount a module in your ship, it will be better but it cant be removed. So you can choose, and i think that would be really nice. Repairworks i think should only be possible at a repairdock if the shipyard (...) is needed for building.
  13. Most definitely yes, this is one of the reasons why it took longer than expected to make. But then you can get a certain turret infinite times by placing it on a cube, saving the cube and spawn it a lot and remove the weapon and put it on your big ship? Honestly, that would take building weapons to a whole new level, as its no longer maxing everything everything for the best stats, but would make balancing a turret as a much, because if you need to choose whether you want accuracy or dps or range or cooling or fire rate, the avorion deathlasers would finally have equals in different catagorys
  14. Try making rails without cooldown, as people midgame/endgame produce factorymade turrets anyway. Its best to have a really long amound of shots, dont completely remove it, dont know why but found it better. Also these weapojs can be expensive to sell in equipment docks...
  15. Personally I don't see any value in changing the color, or how it can make a ship look different in any way except silly. Shield is a shield and has a specific technology behind it nad is perfectly fine as now. Well, its just prefferance, because it would give (in my opinion) something extra to the ship, but yes, it would be absolutely useless ;D The way I see the suggestion, author seems to be concerned about the shape of the field, that disregards the slopes and only expressed by enlarged bounding boxes of the ship parts. At least I don't believe he would seriously go as far as to advocate for rounded shield boundaries, when there's no any rounded blocks or elements anywhere else. I completely agree, and see no reason why it still looks as awful as it is now. I also support the author's idea of the impact "splashes" mapped onto the bounding shape, instead of the entire thing flaring. The effect really should only be that dramatic when the shield is blocking some massive damage momentarily, like from a torpedo or a cannon burst. Hope there will be the time for such stylistic improvements sooner than later. Well i might have misread it then... i do agree that it would be awesome if the shield is a replica of the outside of your hull, just a tad bigger and a bit different, so it is always the same distance from your ship. Right now, i do agree that it kinda messes upp the looks of some parts like antennas and attempts for a round ship.
  16. Well, im not high but going to react to this anyway 8) I like the idea, because it would make your ship look more sci-fi or not at all if you could change the colour, so i really hope it gets in the game! For the more rounded part... well i think that its not really going to work, because there are no round parts in avorion... and never will be... so i think it would look a bit weird, but maybe it would work if the shieldblocks became a kind of integrity field generators, that a shieldgen covers a certain area and so you need to place more of them around your ship. It would be awesome if they had different hitboxes, but can imaginr thats quite hard... Love the colour idea though, because at the moment shields kinda ruin your ship if you have lots of detail but a weirdly coloured shield comes in...
  17. How else shoud you transport big guns? Its true that something shouldnt be civilian if it carries guns... but its space and guns... anyways, civilians carrying guns is fine for me, but then they shouldnt attack first, only when being shot
  18. Okay this i do agree with, i thought you meant when you start shooting a ship randomly, but i do agree a mechanic to prevent ai civil ships shooting at you would be a nice extra to the game.
  19. Rashuga, what is it you want if its not said above? I have no idea what your suggestion is. As said by nerarth, maybe pictures would help?
  20. I get your point partially, but removing it completely is just weird. If the us decides to blow up a ship of the united kingdom, they get mad, what a suprise... I think its only logical. Piracy is possible but by removing this it gets way to simple. There's a reason nations have made warlaws, wich includes not attacking civilians. And then there may be aliens with different laws etc, but if they are smart enough to go to space, then they"ll be smart enough to make laws to not shoot civilians...
  21. Please dont make drops rarer, they are already useless compared to factory made guns. As for the stations, you still have to hire crew and how should you earn enough credits (to make guns, build your ship etc) without docking and trading? I dont think it is usefull to change it the way you suggest, because it wouldnt change how often you go to the station, unless you want to spam cargowreckages everywhere... If you change it to your suggestion, it becomes to much a trading game and thats no fun, at least for me. What ore droprates do you want to lower? Mining? Please dont they are already in disadvantage compared to salvaging. Salvaging is being worked on
  22. Comfy i think its a nice ida because it would make live a lot easier. However how did you plan leaving the fighters to the job and give orders to the next group without the first group cancelling their order and accepting the new one for the other group? Sdauw i think its not because its annoying (alt key etc) and i think these ideas are a good idea because their easy and still let you have all groups seperate, a few groups or just all. One slight problem, 10 is a really bad amount for this, bacause when making seperate groups you can choose 10,5 or 2 as amount of groups. You could use 9 and have one constantly on defend but i think 12 squads would be better, and thats not because i just want more fighters.
  23. Maybe it would be usefull if it is in english, so we know what you're suggesting?
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