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TESL4

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Posts posted by TESL4

  1. Not sure what the issue is or if it is something I haven't experienced yet?  When you select or "target" something your turrets will adjust to that entities range from you so you can shoot at it effectively.  If you lock onto another target that is at a significantly different distance away, but are still shooting at the first target, the turrets will have adjusted to second target's distance from you and you will miss the majority of the time.  Idk if that is the issue for you or not.

     

    I've never had problems with independent turrets not hitting their mark no matter what you select though so idk.  Same thing with the not dealing damage, never experienced that as of yet.  If you are playing on a server and have a very poor connection to it then that is probably why.  Could you give us a video/screenshots or something to show what you are experiencing? 

  2. They have been fixing a lot of bugs and continue to which is good.  They are getting a lot of bug reports as well so they will be able to fix them when they are brought up.  We need to keep reporting bugs and identifying them so they can fix them.

     

    But I wasn't wanting this thread to turn into a long conversation about all the bugs and negative reviews...  I was wondering about if there was any sort of plan for future content. 

  3. That doesn't look too bad! 8) Simple, but nice imo.  I wonder how dark it will be using the pure black paint. 

     

    And as far as using the ogonite, you could go back and use trinium hull for ogonite armor or something XD.  That may be a bit tacky though.

  4. I was just wondering, are there any plans for games in the works after avorion is finished, or is that top secret  :-X?  I know there is still a lot of balancing and a few DLCs to come (yay!) but didn't know if there was any cool stuffs in the future for the group?

  5. Fighters and PD/anti fighter flak weapons get tricky to balance due to rng.  I have a 250 dps flack weapon I rolled on...it's hellacious, and would mean fighters would require monstrous health pools to balance against it, but typically you do not see more than 20-40 in the xanion range.... So a 300-400 hp fighter would do fine.  But against a 250dps one....nothing can stand up to that.

     

    Yeah that is part of the problem for sure, that's enough dps to actually make a dent in smaller ships too.  Perhaps only increase the maximum HP of fighters to the ~1.6k range (including shields) in the xanion range so it might could survive a single hit from high end flak, but nothing more.  Don't get me wrong, though I like the range the RNG for the weapons has currently in the beta branch, lets you find some amazing turrets without them being Insanely OP like before.

     

    But the HP increase may not even be necessary if the new commands for fighters are implemented.  Longer range fighters with orbit would be able to stay away from flak, but not PDC.  Sentry would allow the carrier to hide behind other ships and its fighters would orbit closely and shoot out of range of flak unless the flak ship made a suicide run into the death ball.  Lots of cool possibilities. 

     

    Btw I got the idea of the sentry from Ender's Game when the drones formed effectively a drone shield around the flagship that shot forward through the swarm.  Pretty cool scene.

     

    From what your describing on balances and e-war addition, I think what you want to add is fine..... Maybe have it so the targeting jammers require a minimum speed to be effective, so in a sense you have to be moving to be missed. I just wanted to lay the foundation to ensure it doesn't cross into eve territory.

     

    It may only need to have a very small radius where it could really only affect 1 maybe 2 ships that are VERY close.  Or perhaps its some kind of targeted ability which only affects the selected or target ship within a close range (if an enemy).  The main goal of it is to get underneath those huge long range heavy hitting capital guns, and make the turret turn very slow, never really being able to hit the smaller fast ship that is "tackling" it.  The maneuverability nerf of large ships would help solidify that small corvette and frigate type ships would actually have a role other than tanky PDC/Flak turds that float around your big ships.

     

    There might need to be more commands in the tactical menu implemented as well.  Like a standard attack this dude at your optimal range and a tackle this target so that ships with the short range ewar won't stay at their optimal range which could be semi far depending on its equipped weapons.

  6. +1 for getting the space camo out.  May be cool for some people, but doesn't work with me lol.

     

    Would be cool if armor was differentiable from hull though imo.  Maybe just make it have a darker hue?  idk. still great job!

  7. While I like the idea of some E-warfare,

     

    I really don't like the idea of this game becoming Eve. It could be because  Eve has put a very sour taste in my mouth.

     

    "Completely open sandbox game....*cough* as long as you follow the meta that we enforce *cough".

     

    And I mean anything players do that break this meta...AT ALL, even if it doesn't effect the mass fleet warfare and overall impact of the general game....will be patched out or corrected.

     

    This meta enforces rock paper scissors gameplay which I am not a fan off.  Having different options to deal with differing situations you may come across and pre-planning for those, and some situations may spike difficulty a bit ,awesome!  Just don't make it so I auto-lose because I didn't bring the lightning weapon and have a "deus ex machina module" every third or fifth jump, because  I couldn't equip it at the same time as a laser weapon and "starchild" module that I need so I do not auto-lose every fourth jump.

     

    That kinda crap is annoying and is nothing more that "artificial" difficulty and lazy "balancing".

     

    The rest however I agree with and have suggested myself.

     

    I don't think what I suggested would be too "meta defining".  I too don't want it become just like eve, but you can take examples from it both good and bad and use that knowledge to make this game even better.  In particular I don't want any kind of E-War which makes your ships unable to function at all like ECM or the insane stasis web and energy neut builds.  That turned me off form EVE as well (that and huge gangs ganking when I was looking for solo pvp). 

     

    Primarily just simple buffs/debuffs like the resistance amps/nullifiers, ship speed boosters/webs (not nearly to the effectiveness as some ships in eve), warp interdiction (already in the game for the headhunters, would be nice if we could use too? Would be good for PVP), and the tracking disruption (would help smaller ships stay under the super heavy guns of super heavy capital ships).

     

    I see this and everything else I suggested as a way to encourage building more than just 1 OP ship (you still can and it will be viable)  It would also further increase the difficulty of attacking NPC factions and pirate bases and combat in general.  I'd also love the ability to make dedicated buff/debuff ships which aren't really meant to be offensive but tanky and stick with the fleet.

     

    I will say that fighters are not too fragile.

     

    However the ability to see their overall health and squadron count with maybe a color denoting health/dodges remaining will allow you to manage when their is a flak ship or squadron is at risk in the area and either pull them back or re-direct them elsewhere.

     

     

    That is more a GUI issue to me.  Fighters should never be invulnerable. More powerful true starfighters that are larger and you can field a limited number off with much higher health pool and shields with boost and maybe two weapons would be great. But I have that all suggested in my thread and do not want to hijack yours :)

     

    I will say their cost while being fairly high denotes you ability to field them, but could be lowered a bit.  120 fighters with 180 dps  is 21k dps.  At about 650 dps a xanion fighter with almost max upgrades costs about 120k of a resource.  That is 78k dps I can field in addition to my ship. Where it also really hurts...it takes a massive assembly station/ship to be able to get that down to even 15 minutes per fighter.

     

    I think that gets tricky to balance because you do get to a point in the game where you can easily afford such disposable resources.

     

    Hard to balance for sure.  I think that if the cost and time for each fighter is kept the same they need some buff to HP.  If the enemy ship has actual anti-fighter turrets they are the main cause for fighters getting instantly rekt.  They 100% need a speed increase for sure though.  I think the different commands like the orbit and sentry would be quite helpful as well.  But yeah UI for fighter interaction and stats need an overhaul.  Maybe being able to see the HP would help, but from what I've seen those anti-fighter turrets are like a porcupine flying through a bundle of balloons, no fighter stands a chance.

  8. I agree with this.  I've noticed that when I clean up the battlefield my salvaging lasers and fighters don't autotarget these tiny wreck fragments that break off from the main vessel.  The only way to salvage them is to very monotonously force your auto targeting turrets or fighters to "attack this target" on the small pieces that break off.  For me its more of an annoyance OCD-wise but its also an issue as you said with scrapyards and all the tiny little blocks having to be rendered. 

     

    Also, its the same with asteroid blocks.  If you cut an asteroid right down the middle or "in half" one side will remain the real asteroid, while the other will be just like the little fragments of wreckage that break off and won't be auto-targeted.  A real pain when you are trying to strip mine a system.

     

  9. What you described about not being able to walk around and really interact with the ship is correct.  There aren't things like rotors or pistons and doors with programming timer blocks, ect. However, just because you can't walk around in your ships you make in avorion does not mean you can't go into heavy detail on your ships, just take a look at the steam workshop.  There are also mods on the workshop such as Avorion: The Journey Texture pack which update several textures in game if you don't like the vanilla skins for blocks.  The main benefit of the simpler designs on the blocks is to allow for large scale fights.  You can jump into a new sector in the mid to late game and there could be 20-30 ships in the system and you can fight them all with little to no lag assuming your gaming rigs aren't ancient, which I'm assuming they aren't since you can play SE lol.

     

    And what you said about having no point to building all this cool stuff that you can in SE is the main reason why I switched from SE to Avorion.  After you build a couple of really cool and in-depth stations/ships/rovers in SE there isn't really anything left to do sadly, where as in Avorion you can design your stations, ships, turrets, and fighters then proceed to use them to try to advance towards the center of the universe (I won't spoil it for you).  Along the way you will encounter numerous different factions and aliens.  Part of the appeal for me even after endgame is building a literal space empire where you own sectors of space, trade with NPC factions, go to war with NPC factions, ect.  And all of this is doable in Multiplayer as well.  There are even "Neutral zones" where you can log off in your ship and other players can't damage you there. 

     

    In short, SE and Avorion have pretty different playstyles.  Avorion will give you more game content than SE will and lots more fighting and interactions.  SE is still a fun game for me, but once I've built all the cool things (even mechs and hovercraft for me) it becomes a bit boring to me.

  10. I'm not sure about a newer version to the game as a demo, but I can tell you from my gameplay experience that its not quite as technical or Clangy as SE (I've played it a bit too) but still quite fun with plenty of schlooting (shooting and looting).  I've played both SE and Avorion with my Dad as well and while he enjoyed both, he enjoyed the content and the fact that avorion had more direction to it than SE.  Unfortunately, he only wants to focus on one game at a time so his thing now is Ark Survival Evolved lol.

     

    Avorion is also much less laggy and MUCH more glitch free than SE.  Ship building is quite different as I'm sure you've noticed and currently there isn't quite as much depth to it as SE, but that isn't really a bad thing because it lets you focus more on the aesthetic and layout of the ships and stations you build.  You can, however, opt to make a super duper performing borg cube and try to maximize the ship's stats if that is more your thing.  Speaking of the ship building, its the best there is without a doubt, just have to figure out the controls.  I would say Avorion is more like EVE and minecraft combined rather than SE.

     

    Recently the devs have been pushing out tons of bug fixes, QOL improvements, UI improvements, reworked damage types and resistances, improved the NPC ship generator (its really good now), and balanced weapons a bit.  Idk at what point the demo is set, but I can say that in the past year they have added quite a bit of good changes to the game.

     

    EDIT:  If you and your son are looking to join a multiplayer server there are several out there with a decent population.  Alliances in this game are pretty awesome as you can claim space and quite literally build an armada and massive industry/trade.  Because there is a strategy element to the game, you are able to go into "strategy mode" and control your builds like an RTS game.  This makes the "need" for players in an alliance not really a thing since you can command alliance ships both in system and via the galaxy map.  Its just more fun imo to join a group of people who control a set few ships.  You will be able to join fleets with them and have an armada that you can use to go to war with entire NPC or player factions.

  11. Duh, that's the point of dedicated PDC ships! If you make fighters unkillable by dedicated AA ships, what's the point of those then?? Besides, even a non-dedicated cruiser should be able to handle a squad or two of fighters, otherwise PD weapons are useless.

     

    And on sandwich ships, game mechanics counts blocks railgun charge have passed, thus nothing is stopping you from: a) making 10 layers of 0.001 thick armour plates; b) same 10 layers of stone and 1 layer of armour; or c) an armour plate and 10 thin layers of cheap blank hull behind it.

    This may only change if rail shots will be made all-penetrating through the whole ship, but that would be too overpowered thing to do.

     

    Its the purpose of PDC ships, yes, but when you don't even have time to react and your fighter squadrons are instantly taken out, that is an issue when you have spent the time and resources into making the fighters.  And with the amount of PDC/flak ships they are pretty much useless currently apart from mining/salvaging or getting a quick few shots with long range fighters before needing to recall.  I never suggested making them unkillable, but able to survive long enough to recall them or reposition them.  The PDC  and flak would still be effective they just couldn't instantly take out a full squadron or two.  If increasing the HP of the fighters isn't the answer, then they need to be made super cheap, because spending 30k trinium and an hour per fighter is a little high for something that instantly dies (Using a legendary weapon).

     

    And as I stated, the MECHANICS of the railgun would change to where it would pierce armor, until it hits hull.  Doesn't matter how many layers of thinly sliced bread armor you put, the projectile will pierce all of them until it hits a non-armor block.  You can do the same with thinly sliced hull however and that would be a semi effective defense for your squishy blocks; but, if you have a dedicated railgun ship with lets say 10 ish railguns which all hit the target in the same spot (hitscan) those weak thin slices of hull will be taken away 10 at a time unless they are absolutely humongous thin pieces and have decent HP.

     

    Hey,

     

    these are a lot of possible changes. To be honest, nothing of this will happen before release on next monday. I will mark that thread for myself and will take a deeper look into it after the release, there are interesting ideas and once the great bug fixing and polishing phase is over we will have more time for new features. 

     

    Thanks for keeping it in mind!  I wouldn't expect it before 1.0 because I know that deadline is approaching and y'all are busy squishing those bugs and polishing (Keep it up!).  Best of luck on your 1.0 release!

     

  12. Yeah, the found station tutorial in particular should be different somehow.  As it stands making a new station is wayyy to expensive for when that tutorial appears.  I agree that it should either be free for the first one or just reduce the super high costs of station creation all together, or just certian ones like say a shipyard, military outpost, trading post, ect.

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