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Sir Charles

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Everything posted by Sir Charles

  1. Thank you guys for the great update! But now, that I've seen the feature list of the update: Are you still planning to implement cloaking and boarding? I would have expected those in this update as well. Or will we get a combat-update III ? Still a nice update, I love the coaxial weaponry and the power scaling!
  2. I could make a google doc where we can put together our suggestions and work on them more and add to it. Then we could post it as one... Nice idea, go ahead with that please ;)
  3. Hm, mabye Cyka could rename the topic and we make this some kind of collection, I already tried to connect the different suggestions by posting some hyperlinks but one thread would definitely be better. I just didn't want to open another one. :P I really hope our suggestions are noticed and considered to be implemented... ;D PS: Talking pf hyperlinks, here is another one: The Q3 Release Date of Avorion
  4. While I am a sworn enemy of 'bigger is better', I do absolutely LOVE your idea of gates. Only the avorion thing seems a little OP to me, what about gates of higher material also requiring more rare upgrades, like grey or above for Iron, white or above for Titanium, green or above for- You get the idea I guess... So You have to sacrifice your precious legendaries for building an Avorion gate (which You would problably anyways cause of range, but I still like the idea of it. Also I am not sure about the increased size. When it comes to your idea for turrets: As already stated I don't like any bigger is better "improvements", but I think it was stated on the road map, that we will get the possibility to get upgrades integrated on shipyards and repair docks - additionally to the existing method - making them more efficient but us unable to remove or switch them without one of these stations.
  5. I do actually like the concept of persecutors that watch out for weak ones to destroy them for fun... Especially since that is exactly what some players on the servers do. With that being said, there definitely needs to be a solution for them spawning all over the place and killing your miners or even your cruiser while changing weapons or just by being inside. At least they should spawn lese often.
  6. Hallo, I just have some minor thing I noticed recently: When I build a station and place the dock on big blocks, it seems I don't get the symbol or the "press f to dock" message, although the docking lights are there and I can even dock. Just the symbols and texts are missing. I haven't found an AI station where I could see that issue yet and it seems to be fixed by adding an 'arm' with the dock at its end to the station. Sorry if this was already reported.
  7. Hey there, I really understand your point and I kind of agree to you. But: With your first point, repairing destroyed blocks only at those stations, i have the following problem: I am and many other players are as well a fan of little antennas and stuff like that, which are of course just little blocks. Those are destroyed really fast and that is a reason why repairing them in build mode is a good option. Maybe a solution would be if functional blocks like generators etc. could only be repaired at shipyards and ressource depots, while the rest of them could still be repaired in build mode... Your second point is mentioned on the roadmap, I think. They stated, that they want to implement a feature like the one you suggested. While the old mechanic would stay in the game, but, if I remember that right, the upgrades integrated by a shipyard or ressource depot will grant an additional bonus...
  8. Definitely NOT. Blocks do always mean bigger is better, making huge ships even more OP. No thanks. Just take 6 less 500k omicron turrets and use an upgrade...
  9. That suggestion with the boost: Rather nice idea to disable that in battle... When it comes to the rest of your post: Just NO. The problems are real, but this is not the solution. A block like that will give free hands to anyone just flying around and destroying the creations of other players. That's not cool, especially since it is going exactly in the wrong direction (which is large ships). Large ships are already OP, there is basically NO advantage a small ship has, since big ones with millions of avorion inside as often seen on servers are faster, harder, stronger and overall better than small ones. With hyperspace upgrades ridiculously reducing the cooldown so even that is no advantage, there is basically nothing a small ship can do against a big one and you want to make those Big ones even more Op... However, I really like your basic idea, the point i am aiming for is just that blocks will make everthing worse. What would ne nice were TURRETS, let's say a hyperspace blocker that, just by being activated, makes jumping impossible in a specific range and some Kind of tractor beam or something like that, that basically takes the ability to boost for a set amount of time when a target is hit by it. In fact, that would male a great new stat for those ion pulse turrets, wich Are pretty useless at the moment. Using a block for something does always means bigger is better and that is definitely not needed in Avorion right now. Please don't feel offended, I am just speaking out of experience... :( By the Way: What's really needed to make PvP actually happen and players not just running away from wach other would be a better insurance system, wich is discussed and suggested here. Conclusion: 1. Give us a hyperspace blocking TURRET or make those shield penetrating ion/pulse cannons block hyperspace for some time. 2. Make those ion/pulse turrets disable boost for some time. 3. If a players ship is equipped with multiple upgrades which reduce hyperspace cooldown, then make only the best of it count and ignore all the cooldown reductions of the other ones. 4. Give is a better insurance system, which takes our fear of getting destroyed away!
  10. Btw I can join again if somebody cares, the issue seems fixed...
  11. As far as I undestood it, you can't scale them yourself but find bigger ones which also take more slots. If you were enabled to choose a scaling in the turret factory, that would ne quite nice... (didn't test yet, does that work?)
  12. Hey guys, sorry for the late answer, i had to think about that a little. And I think I found a pretty good solution. The first problem with multiplayer will be the fact, that if factions could be taken over, players will do so, leading to no factions at all but a galaxy controlled by let's say 30 players. While that would be great in terms of PvP, it would ruin the overall faction system. My solution for this: Make alliances more like actual factions and allow factions to be taken over by alliances only. Make other factions attack the alliance sectors with war fleets, like they would attack other factions. Make conrolling territory harder the more sectors You control by that. The other problem with multiplayer is the simulation of those sectors, because it is not possible to simulate multiple alliance territories with problably hundrets of sectors in total. For this one, random events could be triggered, like the attack of another faction. That attack would have some strength value, which could than be compared to a strengh value of the sector, generating some automatic kind of outcome for the battle if no player enters the sector in a set amount of time. If the sector is activated again, the already existing mechanic of out of sector simulation for sectors with no players in them would be used to update it. I still see many problems with that mechanic, but with this I think it should be possible... Mabye take a look on this and this topic for my thougts on a breathing galaxy and integrated alliances.
  13. Hey there, I do agree with you in almost every single point, except for shipyard sectors since there are enough yards around, factions would just need to use those. But, again, this is not far enough for me. As I already stated in this post, I would like to have alliances more integrated into the faction system. The dynamic economy system suggested in that post, combined with your ideas would male a truly awesome addition to the game and make it feel much more alive. Also, if takeover of factions by alliances was integrated as suggested here, this would really male you feel as a PART of that alive galaxy, not just some random spectator, since the factions would strike back or other ones would attack you for that territory...
  14. I guess that for this game, to be perfect, the date of release would have to be somewhere in 2022... The question is whether Koonschi has plans to take it that far or not, i guess ;)
  15. I would like cloaking to have slowly rising energy consumption, like some turrets have. Also I think that shields and weapons, as well as boost, hyperspace and any interaction (like talking, docking etc.) should be disabled while being cloaked. The only Way to find a cloaked ship should be shooting into the air since I expect those ships to get visible for a short time (1 second mabye) when taking damage. My last point is that the energy consumption should depend on the ships mass (using an exponetial function leading to more and more ineffiency the heavier a ship is) making big ships impossible to cloak. Also cloaking devices should only cover a part of the ship like an integrity field generator does, with their size influencing the energy use as well as the size of the cloaking field and every single block using energy so you really get punished for cloaking bigger ships.
  16. Hey there, I do agree with almost all of what you said. I don't believe that an Avorion released in Q3 would/will make a good game since there are so many things to be reworked, polished or added, e.g. Story and overall content Outer regions of the galaxy PvP Music improvements Insurance Some kind of balance for big and small ships A living economy (and, linked to that, respawning of faction ships and stations) as sugessted here and here And many more... Considering there is lots and lots of interested players in the forums, who are continously trying to help find some solutions and mechanics, this game has a huge potential. Even if not, it is going to be a great game, but if all of the little minor and major points would be considered, this will become my favorite game of all time. ;)
  17. Wow... This is problably the best thing I've ever seen in this forums ;D Keep up the good work!
  18. This would be awesome, but i guess it couldn't be dealt with in terms of Multiplayer balance... Another case of a singleplayer-only feature.
  19. Interesting. When You posted this, I had no problems at all, but two days later, same with me. Can You connect again?
  20. That's a pretty cool idea. Since that faction would be located in the outer regions, there wouldn't be the problem of deleting your stations for ressources. The only problem i see with this is multiplayer compatibility, but again if this was just optional and could be disabled in the world settings, it would male a great addition for the game and add more life to it!
  21. Nice idea, that would end drifting and destroyed stations all over the place ;)
  22. Hm... sounds good in my oppinion. So should we open a suggestion thread for this?
  23. Just another idea: It would be great to have the insurance rise up its cost everytime it is actually paid to the player, getting lower again if there is no incident for long time, like a real insurance would do.
  24. A question came in my mind just now: Will the boarding of ships be implemented with the combat update? It would be so cool to take enemy ships and get those ressources... Torpedoes sound like the perfect oppuortunity to implement this since boarding torpedoes would be a realistic way of getting your crewmen to the other ship...
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