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Sir Charles

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Everything posted by Sir Charles

  1. Finally! This is one of the best things ever added to the game, expanding it‘s deep structure a lot... The game becomes more and more finished and it is really nice to see it advance. Keep up the great work and make this the greatest space game ever! :)
  2. Wow, I wonder how much time you spend to get these turrets, I have never had more than 5 legendaries at the same time... Did you bear in mind that these 10k Omicron of your chaingun turret would not change with my suggestion? So if you would set it to independent targeting, it would be only 5k... ...which is still enough... ... if you like using chainguns... ...which I do not... But there has already been a lot of great thoughts on how to change the overall weapon system (loot, factories and research) so i will not start another discussion about that here ;)
  3. Many people in the forums don't like independent targeting as it is currently in the game. There is already a few threads about this and while i can not agree with the side that simply wants every single turret to be independent targeting (because they got their own gunners), that does not mean that I am happy with how it is at the moment. So here is my idea for a possible solution: 1. Remove independent targeting as a turret specific bonus! 2. Give the independent targeting menu to every turret aviable in the game! 3. Apply the usual damage multiplier when a turret is set to independent targeting (I think its damage gets cut in half, but I don't know), but give it the full stats when it is manually controlled! Honestly it is pretty annoing to always choose between damage and Function. Please consider this change, as it would make the overall gaming expierience a little smoother in my oppinion.
  4. Mate, you are going to love this: https://discord.gg/Vs3yDG2
  5. We definitely need protection while in dialouge with the science lab... The other thing: did you make sure you are not getting resources anymore by looking at you är actual resource numbers (or those of your alliance? Because it is normal that you won’t receive the message/counter at the bottom right once you go to another sector, but your actual resources should still increase...
  6. I like the basic idea of this, it is a good approach against „bigger is better“ and also makes sense since rotation speed for large ships has to be limited in „real life“ (if you think about some physical values, the crew would be dead otherwise). While I would prefer a soft cap, I still can only directly agree with rotation limits... instead of speed, acceleration should depend on mass, the max speed can still be higher than that of small ships, but it would not be as easy to get to that speed. When it comes to breaking, a general limit would make big ships unplayable I think. Instead, thrusters and interim dampeners should scale in a way that thrusters are the more useful, the smaller your ship is and vice versa for interim dampeners which would be much better in big ships. This would not only address the braking problem on big ships but also make small ones more manouverable (I honestly think the manouverability of small ships is pretty bad in comparison to big ones... BTW TESL4: I LOVE YOUR SHIPS MAN, they are amazing!
  7. I hope that when they implement boarding, the general faction and territory system will become more dynamic in the same update, the galaxy feels pretty dead atm, but we‘ve been talking about that in other threads anyways... I don’t know whether I made my mining suggestion clear enough tho, yes you would have to manouver to hit the points, that’s the whole point about it, when you shoot them, it is like 5 seconds and then they are gone... imagine mining a 100k asteroid with 70% efficiency, that is 70k of material, sure that is good already, but if you would hit all the points with assumed perfect accuracy, it would take you (when we stay with the 15 dots I suggested) only 75 seconds plus your manouvering time to get 100k materials of it. Honestly there is no point against salvaging being better in „end game“, but up to then mining and salvaging should be more equal... Blowing up asteroids is also a nice idea, how about alternatives to the normal mining, like „mining torpedoes“ which will instantly blow up the asteroid ( or a set amount of its material) but have very limited efficiency and the abillity to „board“ an asteroid and get resources after some time with very high efficiency...
  8. Little bit of crying here, skip to the end for the actual suggestion ^^ That point makes me a little nervous tho. I like Avorion. A lot. I do understand that game developement takes its time, that the Boxelware team is small and that they problably have other things in life that matter more than a game ( some of them are still studying if I remember correctly)... And of course I want the game to become much better than it is atm (as always, see my signature threads for concrete points :D) BUT: The game release was announce to be in Q3 2017. when the devs saw that this was not possible, the moved it to Q3 2018... Now we are in 2019 and the game still is far from being finished... As I said, I want this game to be finished. And polished. But I don’t want it to be another ‚forever beta‘ title... _________________________________________________________ About mining: why not make it some kind of minigame? Let’s say you can mine as usual, but if you got a mining upgrade equipped, asteroids show glowing dots, which will be very fast to mine and give you a bonus to the gained material, also if you mined some amount of dots, the whole asteroid would explode, giving you all of its resources instantly... Like that, mining fleets would still work but if you are mining „by hand“, you actually get something to do and can receive a bonus as well... mabye your accuracy while addressing the points would affect your bonus, so (for example) perfect accuracy on dots would reward you with 100% mining efficiency. This would also make mining faster when done by the player himself... the number of dots you need to get the whole asteroid would obviously depend on its size, mabye with 3 for the smallest ones and something like 15 or so for these big 200k asteroids. What do you think?
  9. I am totally in for the turret thing! If you are interested in other people’s ideas on factions and a dynamic galaxy, check out the threads I linked in my signature... Interaction with planets is a difficult topic, since landing on them is pretty much impossible in terms of game design. Here are some ideas: - stations that represent the planet in space and e.g. sell specific goods or something like that - some kind of orbital relay, space station, gate, whatever, that would enable the player to actually do something on the planet (I am thinking of some kind of graphical interface, mabye with pretty pictures like you have in Space Rangers 2). Then factories or other facilities could be build on the planet, or the player could interact with the local civilasation... planets could work similar to the (atm not existant for some) functions of casinos, some factories, research depots, equipment docks etc. etc. The devs stated that the ability to „land on planets“ is not likely to be added to the game and I honestly think that the game has other weak points that the devs need to take care of... And since I want to see a release some day...
  10. Wow, I didn't know this was in the game. Thanks for the tip, please consider to add this to tooltips in loading screen or something so people know about it! It is a shame if such cool little features are implemented but unknown :)
  11. I am probably the wrong person to answer this as I have no clue of modding at all, but if you "just" want your ships to look cool, I would recommend you to "coat" them with Naonite. As far as I know, blocks are not opened up to modding tho... Since I don't know how much you played the game, I will explain further, if you know what I want you can skip what comes now! ;) In your building menu you have the option to change your scale size to a very low value (was it 0.1? I don't remember). Like that, you can create a very thin plate of e. g. a Naonite generator which will cost you almost nothing and will effectively make any block below look like it is a Naonite generator... Ofc you could even make your armour look like a Naonite generator if you want. ^^ The blue look of the hangar field can not be changed by that i guess, but even a theoretical naonite hangar would still have a blue field so that does not matter I guess... Hope this was helpfull :)
  12. Hi everyone, when I took a look at the bar that displays your speed for the first time, I thought "oh, you regulate your speed just like in X3" and when I found out that the controls were much more arcade like, I was actually happy; it just feels better... Still, I would like to have more options than "full thrust", "no thrust" or boost when it comes to maneuvering my ships (e. g. for docking or flying in formation in multiplayer cause it looks cool) I would like the general steering mechanic to stay as it is, but some kind of advanced controling, that would either work with different keys or could be toggled on and off would make flying more interesting (to me at least). I am sure this has been adressed before, but I couldn't find a search function in the forums and was unable to find a topic with this myself; feel free to leave me a link if there are some interesting ideas there! :)
  13. Your ships are looking amazing dude! I love your turrets and the engines, but the rest is a really good job as well!
  14. Once I find a factory with really strong Teslas I often make them independent and put them all over my ships (especially well working with miners and freighters) so I don't have to bother with enemies while mining or trading coz the turrets will obliterate anything by themselves. Also I use them when I decide to play as a pirate. Have you ever had that dialouge like "Ha we are gone before you can hit us" with the ship warping away? I usually go next to them, activate my independent targeting turrets to shoot them and then start the dialouge (clicking through it very fast), when they give me the freight, i disable them, but when i get said dialouge, i simply wait in the last dialouge sequence untill my independent turret killed the ship. That whay I get a fraction of the freight at least! Hope this was helpfull and brought some interesting ideas on how to use independent targeting to you guys, but to make a point about the general mechanic: 50% less damage really is a lot, I think that should be changed to make independent targeting more attractive.
  15. Should work fine with the normal Crew/freight/fighter transfer option.
  16. Whatever you wanted to express with this post, I can't get behind it. Mabye repost to make it clear...
  17. I like the general idea of combining multiple factories in one station, but I think it is more important to give the economy a general rework, that simplifies it and ideally ads some mechanics that make it some kind of deeper (as always, see my signature threads for ideas on that ;) ).
  18. Oh there are some nice ideas there. Many of the points you scratch have been discussed in the threads you can find in my signature. Check them out if you want to see my and othere ppls ideas!
  19. I don't really get this, but I don't know much of game architecture as well... Couldn't the Wiki just be saved with the player profile or mabye even in the game files itself (things you found out in one of your galaxies would be aviable in others as well then, ofc the information on where to find stuff and things like that would need to be grabbed from the actual galaxy. Correct me if I am wrong, but shouldn' that be possible?
  20. Another thought on the language: The basic Wiki provided by the game could be english only, but the text could be public and opened up (with Steam Workshop support) so someone who wants to could translate it and upload his version into the steam workshop for everybody over time... But of course it could also just be handled as any other text is with the current community localisation.
  21. Hi, I work with rotation locked weapons a lot (e. g. it is very handy with target chasing rocket launchers or ships with a large amount of mining lasers for those who wonder why). The problem is that I like to use custom turrets as well and that i can't have both at the same time. My request is that the current rotation blocking block is removed and instead a mechanic to block the rotation on a weapon base block can be blocked as a configurable option instead. I would personally do that by simply allowing to apply coaxial designs on non coaxial turrets, with the rotation being disabled then, but any solution is fine if I can just use my own turret designs while also blocking the rotation of the turret. :)
  22. lol that answer is not helpful at all XD What happened when you tried it?
  23. Hey guys, some days ago i was gathering components for Bottan. While i am complaining about the current economy System everywhere and everytime i can, i thought that it would be actually also quite nice, to have a wiki integrated into the game, that would unlock Information about factions (expecially the Xsotan or the Haati; it would update in the later story Progress...), ships (or rather ship types like persecutors etc.) and stations when the player encounters them or mabye only when he gets in scan range (5km I think). In that Wiki you could for example look for cerain components you are searching for, and in the best case the wiki page would even show you right away which places you know where you could get them. I am aware of the fact, that there is a wiki for the game, but what i want to get is one that is much more integrated in the game itself and grants some Kind of "unlocking feature". I am not a programmer, but I dont imagine the implementation of this to be a big effort. I understand tho that writing the texts would be a very time consuming task and that is why i want to offer my help with that. i can write texts in German and English and I will do it for such a Wiki if you ask me. So please Devs consider the implementation of this! Mabye if the effort is to high, only an english Wiki could be provided...
  24. i am not an enemy of the cloaking idea, the thing is that Koonshi told me that he was not sure whether he wants to implement it anymore... Since i would love to see some sneaky mechanics in the game, i tried to make an alternative suggestion with this. Take a look at this thread and this one if you are interested in my ideas on an actual cloaking System. ;)
  25. If that has not been changed with some of the last updates, asteroids should respawn shortly after all of them have been mined. half a year ago I had a mining fleet constantly clearing one sector. When they told me „no asteroids left to mine“ I came back and told them to mine again. At that point, new asteroids had already spawned... there were no mods running on the server if I remember correctly, but I am not 100% sure of this.
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