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Valck

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Posts posted by Valck

  1. 9 hours ago, micha510@freenet.de said:

    - how full is my cargo ship....it's really important!

    Would also be incredibly useful to see that as a percentage in the fleet overview. Seeing how many individual "Transformators" are in the cargo bay doesn't really mean much unless you can memorize the volumes of both all of your ships' bays as well as every commodity's without giving it a second thought. And know all the icons too at first glance...

    EDIT: Oh hey, there's already a suggestion for that!

     

    9 hours ago, micha510@freenet.de said:

    - interact with station F-key exits the strategy mode... Why?

    - Command collect all objects in the sector

    why indeed, and yes please, and from the map view as well; and pretty please with cherry on top, bring back all the other "do X in this sector" commands to the map.

    • Like 1
  2. Disclaimer: not a native speaker, as may be inferred from my previous post.

    On 8/10/2021 at 10:28 PM, Nyrin said:

    "Turret slot" is a bit awkward. Turrets don't go "into" anything, they get attached to something. The normal aeronautical term for this is "hardpoint"

    I kind of agree, and kind of disagree... the way I see it, hardpoints are the actual, physical places on the ship where the turrets get attached, placed by me and designed to encompass the actual turret base, any additional armour around the base, integrity fields, etc.

    As such I don't think "hardpoint" would be an unambiguous description for the – for lack of a better term – "system slot" that controls the turret that is in turn mounted to a hardpoint. In my in-universe understanding, the turret control system gets slotted into some kind of socket in the ship's main computer; if not "slots", how about "(weapon/tool/defence) control stations" maybe?

  3. Well said. Including and especially

    16 minutes ago, Nyrin said:

    statement 2: anything fully AFK'able shouldn't require the client to be running. If I can just turn the screen off and go to bed, I should be able to just turn the computer off and go to bed. The game should ideally not feel like a small-scale bitcoin mining operation.

    I already feel guilty actively playing the game while the world around is burning...

  4. On 8/8/2021 at 10:34 PM, Sinistrad said:
    • Having to swap to a sector to command my mining ships there to mine the sector. Why can I not remotely give 'N' commands? This was something I was able to do previously. Swapping sectors to micro manage ships is tedious, un-fun, and rapidly exhausting my desire to play.
    • Captain Missions. The rewards are terrible and the risks are astronomical. Part of the appeal of Avorion was that all my ships were "real" in the game world and never abstracted out to RNG rolls. Now it feels like GarrisonCraft and I really, really do not like it.

    Definitely agree with you on those; the idea is nice, but the execution feels artificial.

     

    On 8/8/2021 at 10:34 PM, Sinistrad said:

    if this exists make it easier to figure out

    IIRC ctrl-select your ships on the galaxy map, and then ctrl-numberkey to assign them to a group? Might be a different key combo, but (again IIRC) there's a help text across the lower edge of the map.

     

  5. On 8/11/2021 at 1:12 PM, Shrooblord said:
    • Daredevil
      • Boistrous: Draws the attention of Pirates / Xsotan more than other targets in-Sector, allowing you to create Stations that are effective 'tanks' for the rest of your Ships/Stations in-Sector and/or distraction buoys some distance away from the more vulnerable targets, by drawing aggro from hostiles

    Bonus points if they occasionally broadcast flavour text announcing how incredible they are

    On 8/11/2021 at 1:12 PM, Shrooblord said:

    Traders don't like to hang around where the shady people of the Galaxy lurk

    I know it's just a game and realism be damned, but that is not how billionaires become as rich as they are... ; )

    • Like 2
  6. On 8/17/2021 at 4:17 PM, koonschi said:

    [UBR] Fixed an issue where ships were using the wrong turrets for some jobs

    It doesn't seem to make a difference whether the turrets are refining or raw, my salvager captains still insist they don't have proper salvaging equipment and will use their weapons instead... 😕

    I don't know if they actually do, but that's what they keep telling me in the salvage order interface.

    20210821122358_1-captain_wrongly_claims_no_salvager_turrets.thumb.jpg.6d2e92acdc46258327bf5974c2cdd361.jpg

  7. On 8/17/2021 at 4:18 AM, Sinistrad said:

    Please god.

    HIS name is @koonschi 😉

    On 8/17/2021 at 4:18 AM, Sinistrad said:

    give us an alternate noise that bleeps once when a torpedo is launched but doesn't beep incessantly the entire time the torpedo is in flight

    this, pretty please!

  8. On 8/12/2021 at 6:54 AM, Aggel said:

    Maybe combining the two features by giving the ability to increase/decrease the radius of the order you want to give? So you can give an order with radius 0 (1 System) and the captian will only go mining/salvaging/whatever in this particular system?

    This sounds like the perfect solution to me.

    I haven't observed yet whether the radius increases with a captain's experience, but it would certainly be nice to be able to manually decrease the radius if and when desired.

    Same applies to the refine order – currently there doesn't seem to be a way of telling a ship to refine at a specific station, instead they take a seemingly random amount of time and end up at a seemingly random station in some unreasonably large area, when there may be a station just one jump away that shouldn't take more than a minute to reach, and another few for the actual refining...

  9. This sounds really promising, I've always considered the speed progression as being opposite to what I'd expect.

    One issue I've seen with this kind of mod is that the AI either doesn't know how to deal with the changes, or doesn't care and just continues using their own idea of the laws of physics.
    Just to name an example, there's an "All Mining Lasers are R-Type" mod (can't recall the proper name and author right now, and this is certainly not meant to blame them for the AI's shortcomings) that has the AI factions' miners collect clouds upon clouds of resources around them because none of their ship plans include cargo space, and/or they just don't know that raw ore needs to be processed... it would probably take an immense and disproportionate amount of effort to "educate" them and their ship designers.

    I'll definitely keep an eye on it and give it a go in my next play-through; considering how tied it is into game progression, it doesn't look like something that can be fully experienced and appreciated in only a few short sessions.
  10. 11 hours ago, Akeno017 said:

    Sorry but I'll have to disagree here, I think there is nothing uglier in the game than the thrusters texture and I'm loath to put any block to that fate.

    As for how they would handle the new textures, you can actually see this yourself through a display error. Where changing large amounts of blocks at once will cause various display issues (such as an edge appearing with shield generator or framework textures. Its a little buggy and random but its what initially made me think "why don't we have these".

    I fully agree with you on the visual appeal of the thrusters texture; it might benefit from getting a fake depth map, but all in all, it definitely is one of if not the worst block textures. But then I guess it's just immensely difficult to convincingly fake the impression of cavities on a flat surface, without actually paying the price in geometry.

    What I was talking about was the methodology though, and only as one option among others; if it wasn't obvious, I don't have the definite answer to that either.

  11. On 12/4/2020 at 9:05 PM, scherpenzeel said:

    [...] the root block moving to an exposed location.

    Does that even matter? I honestly don't know, but I didn't think the "root" block is special in any way apart from it being part of the internal organisation of the ship's structure. My understanding is if it gets destroyed, the whole tree is re-rooted on the fly. In some games, the whole entity would be destroyed along with its root block, but I didn't notice that being the case in Avorion?

  12. On 12/5/2020 at 5:29 PM, Akeno017 said:

    Crew Quarters was a massive step in the right direction, life is so much easier now..

    I definitely think theres room for things like Cargo Hold Edges or Framework Edges, not 100% sure about techno blocks but I'm fine with them if others are!

    Same here; especially frameworks would be very welcome in more shapes than just cuboids. The question is, how would they be handled texture wise–stretched, tiled, maybe a custom texture per face? Some mixture of tiling and stretching? Each method has its benefits and drawbacks. Also I think it might be interesting if the framework texture scaled with block size, much like the thruster block's "nozzles" do; although I don't know that I'd like that all the time. Apart from having two variants, scaling and non-scaling, I don't see a simple way to give a choice which behaviour should apply. Also, say you had a thin but wide piece of framework, how to decide which texture scale should get applied? Especially with frameworks, having the same texture in two or even three different sizes on one piece would look odd and mismatched, to say the least.

    Cargo holds would be nice to have too, but taking the game mechanics into account, I wonder if they really are worth the effort; using blank hull doesn't stand out too badly in many cases, and from a functional point of view, their comparatively small volumes would probably not result in a lot of usable cargo space most of the time anyway.

    Of course I wouldn't be opposed to more shape options for any of the blocks that currently don't have them, why would anyone.

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