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  1. Currently all you can do in the fleet screen is recalling your ship from orders, show it on the galaxy map, take stuff and look at the captain's stats. It would be a lot more useful, if (with a button in most cases) you could: - See ships stats (or add some basics in a mouse over like for the caption: current hull and shield HP with %, current sector order - open the ship menu - enter to the ship - give sector orders - an icon for "under attack" - an icon for "docked to a station" - if docked, create menu for actions like hiring and trade - basically you don't have to jump inot a ship to so stuff. - a "take all" button Also it would be nice if there were custom group tabs, where you could put your ships in order e.g. what they are doing or what size they have. A tab for your battle ships, one for the minser,s one for the traders...
  2. Ladies and gentlemen, I may have found the solution. There is a mod out there made by ItalianMafiaGuy that specifically adds the old option while keeping the new orders. https://steamcommunity.com/sharedfiles/filedetails/?id=2565262170&searchtext= Go ham out there o7 -------- UPDATE: It doesn't look like the old method would return. According to the devs (which I was lucky enough to be on the AMA train) and their tweets, the old version was a mess of coding and the way they implemented it wasn't what they had in mind for the game. Even though I want to have the old version back in some way, the best way is probably by modding it - not sure if its possible though. If anyone can mod it, please let us know! 😄 -------- Hello! This is *somewhat* of a copy-pasta from my previous post from my suggestions post - which I should have posted here instead in the first place. I feel, however, that most people would really want this feature back as a toggle-able option, so I apologize to the devs for possibly spamming this request. As with the previous post, I want to preface this by saying that the devs did an amazing job with 2.0. It has a lot more features, options, and much more to make it so that the player gets to choose how they want to play the game. The new fleet orders for mining seems somewhat counterintuitive for some players though (like me). We would really like to have an option where we can choose which method to have in-game (images below). The main reasons why we liked the old system was that we had more control over our fleets, we were more proactive, and were able to see and manage the fleet we built/designed on the map. The system, as of the moment, makes it nearly automatic and invisible - going against what we find fun in the game. The new feature definitely has a purpose though, as a lot of people want to have less stress in controlling their fleets. It also doesn't lag player-operated servers as much either as Trent in the discord server highlighted. In fact, I have no doubt that if the amount of resources players can get out of these automatic expeditions, many people would have no issues with the new system. However, even if these changes were implemented, it would still not allow us to see our fleet and actively manage them, taking a lot of the fun out of the game for us. But either way, what players find fun is incredibly subjective. Having an option for this would allow us to better pick-and-choose what we find fun. It would better allow us to enjoy a game we all love and care for. ------------ Old Method - Feature we want brought back some way: New Method:
  3. Ladies and gentlemen, I may have found the solution. There is a mod out there made by ItalianMafiaGuy that specifically adds the old option while keeping the new orders. https://steamcommunity.com/sharedfiles/filedetails/?id=2565262170&searchtext= Go ham out there o7 --------- UPDATE: It doesn't look like the old system would be returning. According to the devs on their tweets and recent AMA, the old version was a mess of coding and the way they implemented it wasn't what they envisioned for the game. Even though I want to have the old version back in some way, the best way is probably by modding it - which I am not sure is possible. If anyone can mod it, please let us know! ---------- Hello! I want to preface this submission by saying that I am loving Avorion 2.0 as of the moment, especially how the developers (unlike other certain devs) allows the player to play the game as they want with the multitude of different settings and mods. There is one aspect that I would really like to have back from the previous versions however, and that is the ability to order your ships and fleets to mine a specific sector and chain it to refine at a specific port (basically as it was before this beta) rather than ordering them to go over multiple sectors and "go dark" on you for a very long period of time. I am not saying that the new method doesn't have its purpose, it's just that I would also like to have the option (within the create-world menu or somewhere else) to be able to play with the old style (possibly integrate it to classic mode?). Images will be attached to better explain my suggestion. I just feel like it the new method is not as fast, interactive, or proactive as the previous method -- which to be entirely fair is something a lot of people like, but I myself feel somewhat alienated by 2.0's new implementation as I like to actively manage my fleet in a more direct way. If for no other reason though, I think that adding (or re-adding) an option where players get to choose how they want to specifically order their mining fleets would allow more people to choose how they want to play the game. Please, pretty please, consider my suggestion as I would love to have it back. Either way, thank you for all of your guys' hard work and dedication into a game that I love dearly. Additional edit: Forgot to mention that the new feature doesn't output as much resources when compared to the previous method either. It both takes a longer time to have said resources, and each return yields very little in comparison to updates prior to 2.0. ----------------------------- New Method: Old Method:
  4. Currently ships set on patrol to defend sectors don't interact with the new operation system at all. They always present, do something causing load and captains on them gain no exp. What i suggest is turning "patrol sector" order into an operation. Ships sent on "Patrol" would be removed like with any other operation, but would be spawned back as reinforcements when one of the sectors with your faction/alliance presence and within "Patrol" zone is attacked. Operation duration is probably infinite to reduce micromanagment, but every 30 minutes captains would get exp and (optionally) bring back a little bit of credits, turrents and subsystems.
  5. Hello everyone, I’m new to the game and I would like to offer a suggestion on fleet management. I think it would be excellent if you could have a UI menu where you can group certain types of ships together. For example a mining fleet, military fleet, and so forth. Where you could for example select them individually or select them all. This would be good if you want to attack a certain faction, or if you want to really expand mining or trading on a galactic scale. It’ll also be convenient to see for example if your mining fleet has exhausted the amount of asteroids in a particular sector. Or if prices have changed throughout a trade route and profits have changed. Or if a fleet is currently in combat. Maybe in this UI section an icon can display that the resources in that area have been exhausted. Or other icons so that the player is aware of what’s going on with each ship group. Instead of just seeing a message in the bottom left hand side of the screen. Tends to be overlooked at times on my part. Thank you!
  6. a CEASE-FIRE button for all deployed fighters would be a helpful thing ... Would go a long way towards preserving faction favor when [your] fighters start shooting thru Friendly ships & stations to kill a bad guy while in Defender mode. Could also be applied as a Fleet Command ... Requires prominent position in all menus/displays
  7. In Avorion at the moment, you can make a maximum of around 21 ships before your ships start costing above 1 million Avorion to found. This cost is utterly out of reach of all starting, intermediate and most post-final-boss players. I propose a system by which you can 'salvage', or, better, 'reclaim' a ship. Here's how it works: If you have a Force Turret, it will have a new key binding to 'hold' a ship. Basically, to make it stay a set distance away from the ship while still being linked to it. This will significantly reduce the ship's speed (and maybe its jump range, if this needs additional detractions). If you manage to 'tow' this wreck back to a repair dock, then you can 'reclaim' it for a price... say... half the original build cost of the ship in resources (needed for repairing it). This would make ship recovery possible, and also lead to larger fleet battles because you can 'reclaim' and rebuild any wrecks of ships that you have destroyed on the battlefield. This would be more balanced than you might think - sure, you get a whole new ship, but you will have to arm and install systems into it. So if you don't just want a fleet of useless punching bags, you're going to have to make a serious investment to refit all those ships. The kind of investment only possible when you have a well established system of profit and probably a lot of automatic mining ships. This leads me on to my second suggestion: Ship Formation Options. Now, this is currently irrelevant, seeing as you can't have that many ships in the same place anyway, but if the 'reclaim' feature were added you might actually have a sizable fleet. So, the way this would work is you could have a 'mass select' button (maybe in Strategy Mode) which would select all of your ships in the same sector as you. Then you could open up that 'Interactions' menu for ALL of your ships. Then, when you press 'Orders', you can then press a new button: 'Formation'. This would open up a sort of minigame in which you have a top-down view of the sector, zoomed-in to your disorganized fleet, and you can then drag and rotate ships' icons until they are in your desired formation. They would then stick to that formation until you give an order to either each individually to patrol the sector or attack nearby enemies, or just press 'Disband Formation'. Then they would all be, in effect, 'Passive' (except they will continue to fire on and maneuver around enemy ships), and then you have the ability to issue a blanket order again, to, say, 'Patrol Sector' or 'Attack Enemies'. If you fly the formation through an asteroid field, the ships will automatically maneuver to avoid asteroids but also try to re-form up on your ship. You can issue a mass order to 'Spread Fire' or, 'Focus Fire' - the former being just auto-targeting for each ship, the latter being the entire formation fires on the target you have selected. What are your thoughts?
  8. A discussion between Azu and I on discord lead to this idea. At the moment fleet warfare feels pretty bad, it's all about who's got the best guns and the most ships. That's it, nothing more, nothing less. The AI for the player doesn't take into account their weapon properties nor the configurations of allied ships around them, they simply fly at a target and shoot till either they are dead or the target is. This eliminates all reason to build specialized crafts for any one purpose, forcing all ships to be built as "all rounders", vastly stagnating and limiting the skill expression and enjoyment of large scale fleet warfare. What we had discussed was a captain system! Captains can be trained to gain additional skills: Personality type (sniper, interceptor, PDC ship, bruiser ect) Rarity Bonuses (decreased shield regent time, better accuracy, lower overheat cooldowns, rate of fire, lower power requirements for ship mods) Penalties (increased power requirements, lower accuracy, lower rate of fire, less mod slots) These captains could be trained at the Military Outpost that's relatively useless as of the time of typing this post giving them a greater purpose in the game. This would either require a player to bring a captain to the Outpost or higher one there and then put it into the training course you would like them to go through. The courses could even be split into tiers to allow players to learn the system without accidentally rolling a legendary game breaking captain. A good chunk on credits wouldn't be unfair for this training as fleet warfare is usually mid-late game and the players would have the credits to spend anyways, Examples: Captain: Adrian Rarity: Rare Class: Interceptor Bonuses: Increased Accuracy by 25%, Weapon Cooldown decreased by 15% Penalty: Rate of Fire decreased by 10% The captain here would shoot slightly slower to increase accuracy while their guns would cool down faster to enable them to pick off smaller targets faster. Captain: Stella Rarity: Exotic Class: Bruiser Bonuses: Decreased shield regen time 15%, Increased shield regen 10%, Shield mods require 10% less power to install permanently Penalty: Increased energy usage shipwide by 15% This captain would be used for a closer ranged heavy bruiser looking to soak alot of damage while other ships do the heavy work. The trade off that should be expressed here is all other systems are taxed by the modifications this captain does to a ship to get the shields to regen as they do. A ship would have to be designed specially to suit this captain and her trade offs. Captain: Darek Rarity: LEGENDARY Class: Carrier Admiral Bonuses: Fighters deal 15% more damage, Fighters gain 10% weapon range, Fighters gain 15% dodge chance, Pilots under the Admiral's command gain levels at twice the normal rate Penalty: Incompatible with Xsotan upgrade "The AI" , Reduced pilot survival rate by 15% This Legendary Captain would be upgraded to his class's equivalent of an "ultimate" Captain seen here as an Admiral. While the bonuses are very nice for a carrier with lots of fighers, one of the draw backs for this Admiral is he won't pilot a ship with "The AI" plugged in and the modifications he has done to his fighters causes them to explode violently on destruction reducing pilot survival rates by 15%. This loss of experienced pilots would be offset by them gaining experience twice as fast as normal pilots
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