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Wanderer

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Everything posted by Wanderer

  1. DivineEvil, you mean making a formation of ships and being able to control those ships as 1? Would be amazing :D
  2. I had a 66 dps, 3 X 9,1 dps, 3X 7dps pdc all firing at 2 headhuntertorpedoes flying 300/400 m/s. None got taken down... :-/
  3. I dont know if this is because im not far enough in the game (both sides of the barrier) but i cant make point defense lasers and antifighter turrets. Anyone else that has this?
  4. I also have this problem, because my ship gets torped all the time and maybe stops one of them, but not the other. They usually fire all but they just dont really hit it. Mayne downscale the endgame torpedo-hp a bit? Because in the beginning, they're no problem. In the end, your going to have to repair all the armor you lost due to 2 headhunters lobbing torps at you
  5. It has been mentioned before and indeed is an option quite some people reacted possitive on (i would like them to), though never used torps because of my computer crashing (thanks koonschi for fixing :-)) but i would like it if they dont need materials, but proper goods to build them. Like warheads, fuel, turbines etc. So economie gets a boost as well
  6. Yasss, finally i can start testing torps :-) what kind of usable items can we expect, except from the suppressor?
  7. Maybe you could give it some burst fire weapons on a turret rotation lock with a block in front of it? This way it should be counted as adding strength to the ship, but it will never fire because it cant shoot without hitting itself. You wouldnt even need to bother for gunners. If you have no gunners, you could always just put them anywhere. If you have autoassign, you might need to be a bit more carefull to make sure no gunners get assigned when you enter the craft, leave it and give it orders
  8. Maybe those fighters could be used by ai ships as same as the point defense: they target fighters and (maybe) torps first and can be ordered to attack fighters all across the board or enemy fighters from a specific target, so all of them and not 1 per time... maybe give the pdc and flak fighters a script that looks like how ai ships use pdc?
  9. With how it stands now, fighters are really strong, even with the upcoming flak and point defense. So i think the fighter shouldnt trigger the dodge of a fighter so dogfights become a reality and a more effective but less easy to change way to deal with fighters would become a reality. With how strong fighters can be though, maybe only make fighters wich have point defense or flak not trigger the dodge but do instant damage to, if dedicated to these fighters, take out fighters faster and giving a more mobile option for antifighter ships than normal ai ships due to their slow speed. I know this post doesnt have a clear point, but i think others agree that fighter vs fighter would be a nice thing to add. Any thoughts?
  10. I dont think anything should be done about using goods to build, because economy in this game is 90% of the time for turrets and money. Dont think this game is intended as a trading game. i didn t loose a single word about wreckage contains. thats my last concern right now ^^ Yes i know i can read, but if you make such a suggestion as i did, you should give arguments why and why it wouldnt be to benevicial for the player. Maybe your crew would need food and water? Thats something i could see fit in the game without effecting the orestuff but also creating more economie needs, but then foodfactorys should become as common as equipmentdocks... Ps parently did something wrong with the quote...
  11. As a respond to the combat related stuff: we dont need to become less powerfull, the ai has to become more powerfull: ships in a sector should be average, but if you go to an hostile faction, attack them and they call backup, then the backup should be either a big fleet of medium ships, some big ships and escorts. How big and powerfull these ships would be would depend on how big and powerfull you are. This would however leave huge wreckages to scrap, so maybe the wreckage should only get 10% from all blocks in it if it is huge. It should also have a max so you dont spawn in a fleet of hundreds if you attack an iron zone sector. Yes, please make ai faster, totally agree with that! And for the wreck only contains 10%: yes its not logical, but if everything is logical this game would be impossible. See it this way: you just shot the ship with hundreds of damaging shots...
  12. Actually the way Avorion currently handles scale IS physically accurate. In space the square-cube law is king, which essentially states that the surface area of a ship (and thus the drag) scales with the square of the ship's size whereas the mass and engine-power does so with the cube of the ship's size. When you are totally physically accurate in this sense (and leaving aside material strength and heat resistance constraints) this means bigger ships are faster than smaller ships. Even more hilariously, larger ships are just as manuverable as smaller ships because the mobility items also scale in effectiveness by the cube of their size. In real life, despite mathemathically larger ships always being better, this is balanced through material strength and the inability to manage waste heat. You did give me an interesting idea though.. I believe balancing larger ships can come through the introduction of a heat-management system. In space in real life one of the issues you run into is managing waste heat. Although space is cold, it is also empty. Unlike here on Earth there's nothing to remove the heat from you and as such you can only get rid of heat by radiating it away, which happens only via the surface of your craft. This new system would mean that all blocks get rebalanced to properly scale with the cube of their size. That meaning, that disregarding the new heat system, a tiny ship that turns at 4 rads/s, accelerates at 4km/s and such will do so regardless of how far you scale it up. To balance this however each ship should be required to manage its waste heat. As your ship grows larger you'll gain the cube of your size in heat to manage but only the square of your size in heat you can get rid of. So say we take the ship "Tiny Terry" and scale it up by a factor of a thousand to get "Big Bertha", Bertha would have to get rid of 1000^3 (aka a billion) more heat but only has the capacity to get rid of 1000^2 (aka a million) more heat. This means that Bertha is now 1000^3/1000^2 = 1000 times more prone to overheating. In order to manage this she'd need to install a buttload of blocks that get rid of this heat or risk overheating. Overheating in this case means that your ship's efficiency drops when you get too hot, after that your ship simply stops functioning (think like in Mechwarrior). Overheating should be a function of power used. So that when you are in combat, zipping around, firing lasers, you overheat faster and you can cool off by turning off systems. Currently, the only thing perhaps preventing one from flying a ship as big as they can is the trade-off in how easy it is to fly. The ship gets a higher top speed but sucks at (de)accelerating and turning. But as I said, this is sort of a moot point when both mining and combat require very little of this due to turrets turning independently (not to mention fighters make it even less required). This proposed new system however will soft-cap the effectiveness of larger ships, eventually requiring you to replace systems with heat management blocks at a greater rate than the other systems grow in size. I say soft-cap because it'll still take a while for your ship to heat up and some people might still make insanely large ships that don't overheat as long as they don't fire and turn at the same time for example. Really nice idea, i hope it's gonna be in the game one day. If this is implemented, you are going to need dedicated systems or up your surface area by adding a lot of very thin plates wich are easy to destroy. Overall it's a nice solution and it's quite logical!
  13. You already can copy and paste different sections and also save them. Use ctrl v and c to do so, i always forget wich is wich though... if you try to save it, you have to select one of the empty blocks from the building menue
  14. i think this is it... https://pastebin.ca/3998555
  15. When i use this, as soon as i go to the dev menu it selects the ship i am in. But you're saying you can claim stations with that? What am i doing wrong then? For me own does nothing but thats because it then has my ship selected wich is already mine.
  16. Use the trading system to pass around big sums of money, it works between players so probably also for alliances.
  17. Its not that your ships are slow, its just how slow the enemy's are. You can design your own ships but they cant. And sometimes they're fast, but i think they need to be way faster.
  18. Maybe making faction ships have a much higher effect from thrusters, engines and brake-related stuff, maybe 3? So if i have a ship wich is the same as a faction ship, that ship will have a much higher speed because of it and will also use that higher speed capability because of their improved brakingthrust. Their mobility is fine so maybr just multiply speed and brakingthrust? Your own fleet needs it less because you design your ship, but because factionships have random generation, this might be better.
  19. So i started beta branch as well because i wanted torps... i bought torps but when going to the topedoes tab of the ship, it crashes my game. It says first: error creating shaders (...) not enough space for defined varyings, your hardware might not meet the minimum requirements for the game Is it just my pc or not? Also dont know where to put it, bugs or feedback...
  20. Its one of many bugfixes that come with 0.16 finally fleet building is fun again :D
  21. Is the interval between torp launches with 2 tubes 2 or 4 seconds? If 2 they might use staggered fire.
  22. Maybe use militair geschut for armed turrets and civiel geschut for unarmed turrets?
  23. I have no idea if it works, but i had the same with salvagefighters a time ago and giving it a gentle push worked. Maybe also for you?
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