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TESL4

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Posts posted by TESL4

  1. 5 hours ago, Valck said:

    Select turret base(s), open saved designs menu, select turret design, click "apply" (bottom right IIRC)

    Bit clunky, but seems to work most of the time ; )

    I will have to try this, you may have solved all my turret building problems!

  2. My opinions on what is being considered here (sorry if I'm responding a bit late):

    A rework of fighters and fighter commands in general would be helpful.  They are very hard to use and the UI is rather clunky to use (no offense).  I'd love to see them have more command options (such as orbit target, dive bomb target, escort target, patrol sector, and defend target) as well as improved UI for controlling them.  Combining them into wings is also a nice idea that may help with controlling them.  But I agree that they 100% need to have more speed as almost all built ships are faster.

    I like the idea of changing up the engine plume/exhaust.  I personally would love to see engine trails added (the faster you go the longer they are) in addition to some cool exhaust changes as was discussed in that thread.  Even if they do not become customizable, a differentiation between the material tiers would be nice.

    Some way to fabricate your own torpedoes instead of relying on equipment docks would be nice.  I know there is a forward facing torpedo tube now, so yay for that!!

    +1 for the forming fleets and being able to command them much easier. Perhaps give the ability to place them in formations and give a command to move a fleet in formation?

    More sector types are always a plus for me. More variety = more playability, to an extent of course.

     

    My personal suggestions that I'd love for the Devs to consider:

    Give the ability to apply turret designs to turret blocks without having to go into the turret editor.  Once you have a nice design for a turret you want to use on 20+ turret hardpoints, make there be a way to apply that design to the turret blocks you want.  This will save a fair amount of time and will make building easier.

    A little more variation in material tiers.  With this, I am not suggesting simply adjusting the scaling even further.  But I'd love to see certian materials be viable for certian blocks (similar to how trinium engines are the best to use, even over avorion engines due to their lighter weight, but same thrust output).  As it stands there is no real reason (other than selling the ore) to try and mine lower tier materials, but instead push as far as possible to get avorion/ogonite as it is stronger, and produces more from a block stand point.  I do like the idea of avorion still being an "endgame" material, but I would like to see other materials have their uses as well.  I made a post awhile ago about this, but I'll give some examples below:

    Iron:  Cheap, low credit costs on all blocks, also has inertia dampener

    Titanium:  Titanium armor has the least weight out of any armor and has bonus resistance to energy damage.  Titanium engines have a higher top speed, but lower acceleration.

    Naonite:  Gets armor which is very heavy (only ogonite is heavier) and has bonus resistance to plasma damage.  Naonite hyperspace cores are on par with Avorion hyperspace cores performance wise, but heavier.

    Trinium:  Remains the lightest overall material.  Trinium armor slightly heavier than titanium but gets bonus resistance to Physical damage.  Trinium Engines give slightly more top speed and acceleration.  

    Xanion:  Shield and Generator blocks on par performance wise with Avorion but heavier.  Xanion armor added which has the same HP values as Xanion hull, but has extra resistance against antimatter damage.  

    Ogonite:  Armor is the heaviest, but has a slight damage resistance bonus to every damage type except antimatter.  Additional HP per armor block.  Ogonite Energy containers on par with Avorion Energy Containers, but much heavier with slightly more HP.

    Avorion:  Shields have a slight resistance to plasma damage.

     

    Thanks for reading!

    • Like 1
  3. So I currently have around 6 faction pack mods enabled and I have yet to see any of the ships in any designs in both my singleplayer survival and creative universes.  I have spent about 2 hours dedicated to teleporting around the map in creative trying to find a faction using any of these designs but haven't had any luck.  I also tried just using one faction pack enabled incase you could only have one active at a time, but didn't have luck with that either.  The faction packs were all enabled before the universes were generated too. 

     

    Am I just really unlucky so far, or is this an issue anyone else has? 

  4. how about fixing game breaking bugs like non existing 0:0 boss in multiplayer sessions as the events only works for singleplayer?

     

    Pretty sure this has been brought to their attention already and they know of it.  I'd be willing to bet it will be fixed in their next couple of patches.  I would try hitting them up on discord and you might be able to chat directly with them if you feel strongly about a subject.

  5. Hmm, you could always try stuff from scratch.  Start with clean matte armor similar to Avorion the Journey armor and then mess around with adding details like rivets, hexagons, rivets and hexagons, ect.  You could make your own "dev" mod where you experiment so that way its separate from your official mod. 

     

    Idk, just some ideas for you.  I'm by no means an expert either lol. 

  6. I figured it out, it was a dumb mistake on my part lol. 

     

    I feel like that ship in particular will have the most issues since most of its turret hardpoints are sloped, and from what I've read turrets don't get put on sloped hardpoints.  I'm so glad that you were able to find some of my ships though!  Idk why But I haven't been able to see any custom ships from ship packs in my universes at all.  Kinda annoying.

  7. I am attempting to make a faction pack with the Neulance Armada ships I am currently making.  Unfortunately I am a complete noob when it comes to mods and creating them.  Would anyone be able to show a step by step approach or link one?  I would research and learn it myself, but after working 12 hr shifts on nights I don't have any mental fortitude to try and learn something new.  Any help would be appreciated.

     

  8. I've asked this before too, but the devs have told me that it is not likely planed for Avorion.  :(.  I absolutely love the idea of an MMO style server.  The NPCs/Pirates/Xsotan would need to be hugely buffed if there were fleets of players, but it could be very very cool.

  9. They probably want to keep the negative effect for balancing reasons and to possibly encourage multi-piloted ships in multiplayer.  Personally I don't like this idea either as gunners should actually do their job instead of hanging out in the crew quarters drinking some space whiskey and making me do all the aiming and shooting lol.  Just make all weapons independent targeting and get rid of the negative modifier all together.  I have to have those mods which remove the affect all together and make everything independently targeting.  If they want to keep the negative modifier to the independently targeting turrets, at least make them require no crew to operate.

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