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Sir Charles

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Everything posted by Sir Charles

  1. If you use the filter function on the Galaxy map to search for something and then delete what you wrote in there, every sector you have explored will be highlighted.
  2. good idea, the use for this is given in both PvE and PvP as you can avoid NPC attacks on your poor little factories as well as set up a trap for another player in PvP.
  3. Hey, so here are my ideas to make the existing bosses you encounter on your way to the core more challenging and interesting. [glow=red,2,300]I got some ideas about Swoks, but since he is the first boss to encounter, he is fine as he is I think. [/glow] [glow=red,2,300]Make the AI regenerate[/glow] The AI is Not really hard to beat, but annoying to clean up. If possible, each part of the AI should have a timer, which would reset if the part takes damage to its hull. As the timer is over, the part would grow (like a ship that is repaired in build mode) and become the next bigger version again (which would be able to split again ofc). With a mechanic like that, players will have to clean up the boss quickly, or they will be overwhelmed by the number of new, fully regenerated AIs. Ofc the timer needs to be different for all part sizes, with the small ones regenerating fast and the big ones taking longer time. [glow=red,2,300]The quest to get Bottan is more annoying than fun, and the fight itself is pretty boring, but I got no specific ideas on how to make that better at the Moment. A potential economy rework would fix that anyways tho...[/glow] [glow=red,2,300]I love the way, the mad science laboratory is, except there should be a warning message and some time to prepare before it spawns, also the player should be invulnerable as long as he is in dialouge with it! [/glow] [glow=red,2,300]Rename the brotherhood ships to make them less obvious and make tankem worth to be attacked[/glow] when destroying the brotherhood another time, I came to the idea that their ship names should be less obvious. I killed reconstructio last instead of shooting him first like I usually do, cause I wanted to know whether that would change the fight and indeed they became quite tough enemies. So I would just name all four of them „brotherhood ship“ or give them other individual names, the key point is just that a player who encourages them the first time does not immediately know who to target first. Also Tankem should get something that makes it worth attacking him, I would suggest making him a hyperspace blocker.
  4. Mods are always nice, but I would love this to be a vanilla feature because of the fast and easy workshop compatibility that should offer. I don’t care if it cannot be implemented in the game directly, but I would love to have quests opened up to players and being easy to create. ;)
  5. I think the pulse cannons that are in the game already should be reworked, since they are really useless at the moment... Though a new animation and mabye different mechanics for coaxial lasers would be quite cool to make them more like some BEAM CANNONS ^^ Coaxial Lasers should have a short charge time and a very high Energy comsumption, their range and damage should get an extreme buff. I dont know if that is just my Problem, but i dont use lasers at all at them moment, so making their coaxial variant feel really powerfull (like a death star laser ^^) would surely be motivating ;)
  6. Hey, wouldn‘t it be cool if the game had some mechanic that would allow players to create stories in creative mode, that could be uploaded into the workshop and being downloaded by other players in some kind of modular way (so you can implement them in your galaxies and wait for them to randomly appear). This would ofc require some mechanic where the creators of quests would be enabled to set basic event chains and conditions, like when the quest should start, the text off dialogues or the spawn of ships. The open world of the game is great, the main storyline is interesting (but lacks content at the moment), with player made quests, the game could be extended by rpg-like elements at will, which I think many people would like. A second suggestion that would also be useful for the creations of custom story is the abillity to set up beacons in space for players. They could be bought at equipment docks like energy suppressors and when they are set up the message would be inserted by the player, while this won‘t be very interesting in singleplayer, it would open up great possibilities in multiplayer...
  7. While I like the idea of making alliances more like real factions (see my other threads), the crew as a good thing seems interesting, but I don‘t think it would fit the game, since crew transport have been introduced to get rid of the exact problem that you dont have enough to fill your ships and stations... Also the economy needs to be scaled down in general, a new good would only make sense if it would really add some kind of mechanic to the game (yes, people as a ressource would do that in fact), but a simplification like DivineEvil and other guys suggest is more important at the moment... I would like alliances to be treated like factions, with the capabillity to own territory and also the pros and cons of diplomacy (trading with other factions; getting attacked by factions fleets like in a faction war, not by boring bounty hunters)
  8. Yeah, thx for your reply! after some hours i asked other players on the server whether they know rocket and fuel factories, they showed me some on the other side of the galaxy and after some more hours i managed to get my turrets... economy kind of ruins my fun at the moment, it is not very motivating to search for something on the map and see that the only factory you know is a quarter of the galaxy away...
  9. Yeah, it really should be changed, there is not even a blueprint mechanic needed, just go to a turret factory, put a turret in, reproduce it with cost scaling by tech and rarity... Mabye there could be a buff system as well, where you can upgrade a turret at a research station so it becomes better, but raises up in rarity (a legendary turret could not be updated any further that way, giving it a limit ofc)
  10. I just found this while lurking around in the forums: https://www.avorion.net/forum/index.php/topic,100.0.html The third option koonshi seemed to prefer is pretty much what we want, isn't it? It is a really old thread, so i don't know what became of that idea... I did some turret building again recently and it is extremly annoying, i was not even happy about the final turret cause it took me 6 hours to get the components together -.-
  11. Sir Charles

    Mine in chat

    I got my crew by transport ordered at a mine (coal I think), the mine then told me something like „a transport is on the way“ or something like that, the author in chat was something like. „{prefix}mine {size}“ Not game breaking, but quite ugly...
  12. Tried to reproduce it today, didnt happen again, I tried with mining robots and another good i forgot about, I think it happened with steel, but I dont remember it very well... I just noticed that I picked up some goods in their normal form after dropping them as stolen ones :(
  13. I tried to build some launchers today, so where am i supposed to find fuel and rockets? i cant find any factories for these... as stated in the threads below, the economy needs some rework, but for the moment, i just want my rockets...
  14. Hi, I did some piracy and then i lost some Cargo, which had been marked as stolen previously. As i picked it up again, it was just normal stuff...
  15. This whole update is just great. I cant wait to see this on stable branch! Please consider our suggestions I linked below for future updates. I played a lot in the past days again and I still love the game, but the problem is that the galaxy feels kind of dead after a while —> we spoke about that a lot and brought up some rather good ideas (at least I think so) Keep up the good work and make this game my all time favorite! :)
  16. Hey, i dont know whether the devs actually really read here or not, but since the roadmap speaks of the implementation of more, very hard, bosses, here is an idea for one: A ship with very strong and very long ranged gravity towers, that push away any ships in range so that no player can get closer than 15km or something like that... The ship would only be armed with PDCs otherwise, but will shoot a continuous stream of a variety of different torpedoes (it should have something like 9 torpedo shafts and shoot all the different torpedo types i think)
  17. Yeeeees... thats exactly why i pushed the other threads up again... Everything was said there so i will keep it very short here: Please koonshi -do what DivineEvil suggests up there or something similar -system that simulates passed time in non player sectors is already there, use it to simulate changes in sector, not just economy (when the sector is loaded, the game should generate some change like the outcome of battles and (re)building of stations, see below) -give factions a value for how strong they are atm, use that to calculate changes (if it works like that, i am no programmer) -make territory ownership changeable , also I hope that boarding will also be possible for stations when it is implemented, so players and factions will steal them from each other instead of just destroying them -make alliances more like a real faction (in terms of faction wars etc) -allow some system of station and ship spawning and respawning that enables factions to recover/claim new territory and also allows players and other factions to completely kill them, so they dont exist anymore (mabye allow creation of new factions, that separate from existing ones by war to make up for that -many of this should depend on how high the factions strenght value is, e.g. a weak faction cant replace destroyed stations while a maximum strong one will claim new sectors -please do something about the boringness and annoyingness of pirates and xsotan, how they spawn should depend on how strong the factions around are (they should scale, strong attacks on strong factions, but also strong factions should be attacked only on rare occasions, while the wastelands of the galaxy should be full of pirates which attack very often but with less or weaker ships) -make the AI use gates and wormholes -mabye implement some more interesting dialouge and interaction (have you ever spoken to a freighter surrounde and attacked by pirates? Its like they dont even care...) Yeah... Not short at all, sry for that...
  18. as well as the other one, i want this to get some attention again... so up you go :)
  19. I just wanted to bring this up again, the ideas are nice and might be inspiring... The Game made a lot of progress since we discussed these points here, but most of it would still make a great addition to the Game!
  20. I did not try that in quite a while, but wasn‘t holding Zero supposed to deactivate all weaponry? Oh never mind, i tried it ... In that case you got a point with that, i think the Game should load with disabled weaponry for player controlled ships anyways...
  21. Hi all, a little idea snuck into my mind. Koonshi said he was not sure whether he wants to implement cloaking anymore, but what about a "disguise" block or module that was able to hide any energy signature from a ship, but would force it to deactivate all systems. You could easyly disguise your ships or stations as wreckage or asteroids like that, being ignored by the AI and (if not a scavenger ^^) players, but of course your ships would be unable to move, shoot, jump, have shields etc. and your stations were unable to produce something. What do you think about that?
  22. Just some thoughts: Big ships are still overpowered in comparison to small ones... they are faster, somerimes even more agile, have more weapons and since hyperspace Updates can (or could?) be used to reduce cooldown to literally nothing you cant even jump faster than them (because they have more mod slots) Torpedos were a nice introduction to give small ships some decent firepower and i think cloaking could make another solution for this Kind of balance issues. My idea: Cloaking Energy cost should have an exponential multiplier based on the ships size, making it the Harder to realize the bigger your ship gets... Also having no shields while being cloaked and starting with completely depleted shields After decloaking Seen to be a good idea for me. (Though i Wohls just give it a pretty small cooldown like 5seconds or Something like that)
  23. Lol I was not looking on the dates XD
  24. First I want to say that I love the idea of scaling Xsotan in the core. If I try to look at it from an outside of the galaxy perspective i get to the following points: In an Avorion galaxy, factions get stronger the closer to the core they are which makes perfect sense because there are better materials there at some point, there hast to be a „strongest ship of the galaxy“ (i hope for some faction war minibosses/Events etc in the future) and if the player builds a stronger ship then that he has simply gone beyond all the factions in the galaxy Xsotan however are not a Part of the avorion galaxy and seem to have infinite Supplies - which is quite possible given the fact that they brought Avorion (the material) into the galaxy in the first place - a BIG Story Update is needed to confirm that tho From this perspective I see the following points in need to be changed: a big overpowered ship is a big overpowered ship —> give the scaling a smooth cap by the use of an exponential function-the cap should be at a pretty high point where the player is WAY stronger than a whole faction sector make factions react to the players strength—> when I have a huge ship that attracts overpowered Xsotan, make factions angry against me when the Xsotan wrek havoc in their sectors since I attracted them with my strong ship! Give me the Option to make factions fear me and run away when i oneshot their cruiser I think that would make a better solution than just upscaling of anything ;) BUT all of this is totally story dependant because for my suggestions I assume that the Xsotan dont want to take over the galaxy but just want to keep some kind of „balance“
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