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General Game Improvement Suggestions


Gwydion5

Suggestion

First I just want to say that I'm really impressed with Avorion. So great job and praise to everyone responsible. Below are just some ideas / spitballing that I think might make the game better and/or give you ideas of your own.

 

General Suggestions

 

  • Station Turrets : Weapons placed on a station should have more range and damage. Perhaps 100% more range and 50% more damage.
     
  • Turret Locks : Using turret locks for your turrets makes them a fixed weapon. Fixed weapon mounts should improve base stats of weapon. Something like 10-20%, require less crew and/or have a smaller size to that of a turret not placed on a turret lock.
     
  • Turrets : Independent Tracking Turrets should be larger in size, and require more crew to operate (gunners/miners) and maintain (mechanics/engineers). Remove or rebalance the reduced damage modifier for tracking turrets. Size and crew to operate a tracking turret should be primary, reduced base stats secondary. Perhaps give tracking turrets more better base efficiency values for mining / salvage over turrets on a turret lock mount.
     
  • Energy Consumption : All turrets / components should consume energy when utilized. Kinetic weapons obviously less than energy weapons.

 

System Components - Possible attributes/mechanics that might appear on system components. Unless specified assume all attributes can be positive or negative. IE Hypderdrive +2 Sectors, +10% Calculation Time, -5% Cooldown, +20% Recharge Energy, etc..

 

Existing/Current Components

 

  • Civilian Turret Component : Add Damage, Range, and Energy modifiers as possible attributes for the component.
     
  • Military Turret Component : Add Damage, Range, Rate Of Fire, and Energy modifiers as possible attributes for the component.
     
  • All Turret Component : All attribute modifiers listed in Civilian and Military Turret Components.
     
  • Hyperdrive Component : Add Time Calculation Attribute. Move cooldown attribute to generator. Make Distance the determining factor in energy needed to jump (in addition to current mechanic of distance = calculation time). IE Base of 2.5 sectors = 25,000 (Or whatever value that fits the mechanic) Energy, and each sector past that increases it on an exponential curve. So +1 sector = 100% more energy, +2 sectors = 200%, +3 sectors = 400%, +4 = +800% etc... It doesn't have to be those values, just demonstrating the exponential growth effect. Base should always be whatever the base jump capabilities of the ship. So if my ship without a hyperdrive component is +6 sectors then using the example above my base energy capacity would 60,000 energy. Only the component would apply exponential growth.
     
  • Trading Component : Add attribute for price efficiency, relation adjustment/threshold. IE 5% better pricing. Can trade with factions that have mistrustful or greater relations, etc.... Make number of sectors remembered variable instead of static. Perhaps add more functionality to Trade Screen or Galaxy map. Like having the quantity listed in the tradescreen for optimal available trade routes. Or more information on available on mouse over in the galaxy map. Or perhaps a colored line between two system for optimal trade routes, Or perhaps allowing you to drill down into an optimal trade route from the trade screen to see other alternative trade routes. Or to prioritize trade routes based on current cargo, or the ability to select cargo as up for trade for this feature. 
     
  • Radar Component : Add identification mechanics as possible attributes to component. Such as the ability to see warp gates, worm holes, stations, ships. The detail of information can vary, base level might be simply True/False on if those things are detected. Detection efficiency/accuracy should be based on total range of your Radar. IE If Radar Range is 10 sectors, your sensors will be far more accurate for sectors adjacent to you then those 10 sectors away from current position.
     
  • Scanner Component : Have this component enhance Radar Component, Mining Component and C43 Object Detector Component in terms of range. Perhaps change the way players are given information when in the sector. IE not knowing the identification of ships / stations unless they are in range of your base scanner range for your ship, like let's say 10km is the base for Identification/Relations information. Perhaps add the ability to communicate with unidentified ships, like hailing them which negative/neutral relationed ships may or may not respond to.
     
  • Mining Component : Add Damage, Efficiency and Energy Attributes for Mining/Salvage Turrets. IE +10% Damage and/or +5% Efficiency and/or -20% Energy Consumption
     
  • Battery Component : Add Energy Efficiency Attribute. IE "Consumes Energy" components/turrets and attributes related to that game mechanic see a small efficiency gain when consuming energy from battery reserves, perhaps 1%(Shoddy quality) to 40% (Legendary quality)? Perhaps component/turret specific? IE Salvage Turrets, Hyperdrive, System Components, Lasers Turrets, etc...
     
  • Generator Component : Add Hyperdrive Recharge Energy attribute.
     
  • Shield Component : Add damage type reduction attributes. IE Laser -10% or Collision -20% or Railgun -5% etc... Add base energy reduction to shield system. IE base ship shield energy is 1.43gw, -10% would put it at 1.28gw. 
     
  • Cargo Component : Allow both attributes (percentage and hold size) to be on a single component for higher quality items.
     
  • Engine Upgrade : Add Energy Reduction Attribute for base power consumption. Add Thruster Enhancement attribute. IE +20% effect on Thrusters.

 

New Component/Attribute Ideas

 

  • Automated Repair : Component or attribute that increases the ship efficiency values (base and/or cap) for crew members (mechanics and engineers).
     
  • AI Computer System : Component or attribute that increases the ship efficiency values (base and/or cap) for crew members (gunners and miners).
     
  • Crew Optimization : Component or attribute that increases the amount of crew supported by crew quarters and/or increases the efficiency of untrained crew members for ship and/or decrease training time and/or increase level cap for crew.
     
  • Security Protocols : Component or attribute that increases  the ship efficiency values (base and/or cap) for security.

 

And that's about it for now.

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