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  1. Volumetric Hazards or other obstacles would certainly make sectors more diverse, memorable, and challenging. Some Ideas: Solar flares that you have to evade to avoid damaging your systems, leaves the hull/armor untouched. Like evacuating the sector within a countdown timer, like time trial race. Or you have to find 'shade', opposite the star, behind an asteroid that's bigger than your ship. Could scale this to multiple sector areas on the galactic map for 'supernovae' events where you have to escape the area or get systems damage, dead crew, or other such things. This could create ore rich sectors afterwards as a reward. Speeding meteors/comets to dodge like traffic. Different volumetric nebulae that disable different kinds of weapons, systems, and shields. Or they could damage/destroy cargo, crew, or hull/armor the longer you stay in them. Or just 'smoke clouds' that obscure view and sensor readings. Neutron stars or black holes rendered on the skybox, with a 'wind' type effect that pulls your ship toward them, so you have to 'sail against the wind' and compensate your flying because of the additional acceleration vector from the gravity source affecting your ship. Magnetic minefields with mines that slowly float toward your ship if you get too close. Making smaller faster ships easier to fly through, but larger ships would get pummeled. Space 'infestations' such as flying through nebulae of corrosive acids, or importing organic infestations via looting, that you have to visit a station to repair or purge, to remove (trouble with tribbles episode of star trek), like a 'disease' would affect a character in a survival game and they need a certain medicine or npc to cure it. Could apply a debuff and generate a quest/mission showing where to go to 'fix' it. 'Away missions', where there is a space platform, or a large planet in the skybox, and you can send some of your crew to the surface or to the structure. This could enable a narration story and a series of choices for you to make which would determine what happens to the crew and any rewards you receive. Good way to add plot and flesh out the galaxies lore. Maybe market it toward 'faction' story lines, depending on the which factions territory it takes place in, or between factions if it's in a border region. Maybe 'tag' factions with different keywords or descriptors that would determine which kinds of stories could play out in that territory. More events. They don't have to be combat related, could just be funny quirky easter eggs or unique handcrafted landmarks, like the actual station that spells out 'avorion' on the title screen appearing randomly in an otherwise empty sector, fun/weird stuff like that.
  2. Pirate Changes/Additions: I do see some systems with pirate shipyards and such but since each area tends to have its own pirate faction why not make it a little more interesting by making them a smaller faction instead with a reason to have these sectors. These sectors would consist of different stations that could be seen in another feature im going to suggest down marked with a "*" below but first talking about different pirate type sectors. Different Pirate Sectors: Main high threat sectors: Full of different stronger than average pirates of the area that has focuses on defending their systems and have a good time while doing it. Asteroid posts/Satellite sectors that grows their influnce of which sectors they can go too. Destroying such posts/satellites temporarily lowers influence in surrounding sectors slowing pirate spawn rates until they have rebuilt these stations. A Pirates Smuggling Bay: A place where pirates dont shoot on sight but gives you an opportunity to perhaps get friendly with them, maybe a place to pay off bounties on your head or even a place to smuggle some goods. Also a special cheaper than the average faction map revealer to show the pirates zone of control and surrounding factions border systems (their raid spots perhaps) * Game feature suggestion: Special starts when first loading into a galaxy to choose your start types: (All Starts start with common quality gear) (Start Difficulty in brackets) Simple/Classic Start: Where you start with your usual two mining turrets, two chain guns and a handful of resources and credits (Easy/Classic) Trader Start: You start with more credits than the average start and a single chain gun for defense. A start focusing on trade and reducing the ability to rush mining (Medium) Miner Start: Where you start with zero weapons but have four titanium tier mining drills, also start with either more unarmed and less armed turret slots or simply give the miner start a starting upgrade to allow you to equip all 4 mining turrets. (Easy) The Pirate Start: Where you start all factions with bad relations or war relations but allied with all pirate factions, you may use their stations and only start with 3 weapons and very little resources to work with. Warning the only form of early game trade is with Pirate Smuggling Bays. (Hard) Rift/Scavenger Start: A brutal start that finds you spawn much closer to the core than you could ever be ready for, You start with very small amounts of resources, you have no turrets what so ever and very little money. Your job is to hope to scavenge early loot from pirates that get destroyed by factions or even get lucky and find stashes. All factions start neutral to you but not a single faction starts in bad relations with you as your just a lowly scavenger their eyes to make ends meet. (Extremely Hard) The Mine Start: You start with a basic coal or oil mine that is weaker than the average mine with extra upgrades starting cheaper to get it to your standard coal/oil mine. You start with a very small ship with a single mining laser in the middle of no where, there are factions close to your spawn but not directly in your spawn. (Unique/Difficulty Varies)
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