I feel like Avorion has a lot of potential to be a massive fun game. The ability to create and pilot ships from your own imagination allows players to do as they please in whatever way they see fit. With that said, I feel like there are some serious issues that need to be stated and revised. I know this may be a bit lengthy but i hope the Devs take some serious notes here.
Problem: Ship Volume
When it comes to ship size, there is a MASSIVE issue present. The current way that the game is designed is to allow more Subsystems(Upgrades for simplicity) based on the ships volume. This means that while you can build big and have massive amounts of turrets, it punishes the players who want to stay small and nimble. Personally, i don't mind big ships and feeling powerful but i know that there is a enjoyment to be found while staying small. The ability to stay nimble and zippy is important in a galaxy where thousands of asteroid are spaced a mere 1km apart at given times.
Fix: I think something that the devs should consider is maybe not limiting the amount of turret slots strictly to upgrade slots but rather have it give you X amount of turrets per X amount of mass while still allowing turret upgrades to be added if the player chooses to.
Problem: Crew
In a game where you are currently forced into a massive clunky ship in order to survive, the amount of crew a station can offer for sale at any given time is absurd. If you're trying to crew a ship that has 1000 crew on it, you need to jump to every station you can find in a 20 sector radius. This forces a grind onto the players that isn't fun/enjoyable at all.
Fix: Add Crew Stations or something along those lines. Maybe in Capital faction areas, if they like you enough they will allow you to order larger amount of crew?
Problem: Thrusters
Now before anyone says anything about this, i am aware that the thrusters have been reworked to be based of of volume and not surface area.
WITH THAT SAID, heres the issue. The current stable version allows players to stack paper thin layers in order to buff the thrust in that direction. In the beta patch, thrusters are now based off of volume which means any small ship that is trying to stay nimble gets punished by requiring even bigger thrusters slapped onto their side. There is also an issue here with big ships, as if your brake thrust wasn't low enough on a ogonite/avorion battleship, now you need to have massive protruding ugly thrusters all over it.
Fix: Maybe buffing thruster power to a similar level of engines.
Problem: Servers
This one is going to be a bit long. Avorion has 3 official servers that players can join and do as they wish. If these servers are full (If i remember correct, 10 is the max player count) you need to head over to a privately hosted dedicated server. So what the problem with this..? It doesn't allow the game to be played how the players want it. I will speak on behalf of alot of players in saying that we would like to see a bigger server limit(100-200 the galaxy is a big place) but also maintain server stability. What i mean by this is that if you have more than 3 people in a server currently, good luck doing anything that isnt lagging beyond playable.
Fix: By adding bigger player counts, you can then allow the economy to be semi dependent on the players instead of 100% computer generated.
Problem: Interaction with other players is poor....maybe beyond poor.
The current level on interaction with other friends and players is far from acceptable in my opinion. The other players default relations is neutral which means they show up as purple just like the Xsotan. As far as i can tell, the only way to improve relations with another player is to have them purchase/sell something at a station you have built or vice versa.
Fix: Add Factions that players can own, operate, expand, and flourish in. Also add a friends list that will highlight friends with a noticeable icon, color or something.
Problem: Weapon Tech determines size
Currently with the way the games works, it all comes back to the same issue. Get big or struggle and die while being small. As i previously mentioned with the size issue, the weapons work the same way. The tech level of a weapon determines how big the physical model will show up on your ships. The close to the center you get, the more higher tech weapons you will find. "So whats the problem here?" you may ask, ill tell you.
Example:
lets take a small frigate sized ship in the Naonite areas. lets say he can fit 10 guns on his ship for the purpose of this example. Lets also say that the average weapon tech level is 20-25. So this little ship is on the journey to the center of the galaxy, upgrading his ship with the next better material while trying to stay as small and nimble as possible. Now hes made it past the barrier and in the 40-52 tech range for weapons. Little does he know that the size of them are ENORMOUS in comparison to his current weapons. Now a tech 52 weapons 9 out of 10 times its just better than a 25 tech weapon, so instantly he will want to equip it. Heres where the issue is, that small little nimble frigate/corvette can now only fit 2 of those behemoth weapons and this isnt because of his upgrade slots not having enough turrets but simply that those turrets are just big as hell. We then make a full circle back the the same issue as ive previously stated multiple times....Get big or get burnt.
Problem: Weapon Ranges
Currently the weapon ranges seem to limit the players ability to be effective. What do i mean by this? Look at it this way...take a small nimble ships and slap a Chaingun on there(we will say 4km range). That player would be able to zip in, take out his target, and zip out. This is because he is small and nimble. Now take a Battleship class and slap any gun you want on there. His average range is going to be between 2km-6km. Now take that battleship and tell him to close the distance on the enemy while maneuvering through the asteroids and possible debris...it just doesn't work. Look at any other game, they follow a simple formula. Big ship=Bigger guns=More range. This keeps a balance for the big guys since they are not able to zoom around efficiently.
Fix: Weapon ranges should be similar to this list (just my thought). Keep in mind that this game is in space where once a round is shot, its not stopping till it hits something.
Chaingun: 4-5km
Bolter: 8-9km
Plasma: 6-7km
Laser: 2-4km (Although it is a beam of light after all, it technically shouldn't have a range)
Cannon: 8-12km
Rocket Launchers: 8-12km(This is also including that they get a speed buff since they are dirt slow right now)
Tesla: 1-2km
Railgun: 12-20km
By changing the average ranges to the following list above, you generate a balance between range and damage. These ranges are also based off of allowing destroyer and frigate sized ships to handle a decent amount of guns rather than just a handful like the current state the game is in. Also, some of you may think that these ranges may be way to high but keep in mind that accuracy decreases with range and will have a higher chance to miss further out.
I also feel like there should be some sort of flak weapons to get rid of pesky fighters since they are so hard to target and kill.
IN CONCLUSION
I can see this game becoming bigger and better as time goes on but there are some massive issues with the core game design and how it was meant to be played vs how it has to be played. I hope that some of you agree with me and id love to hear why/why not. If you think i should add something let me know below. Lastly, i do honestly LOVE this game with 200+ hours played even though i did just hate on it for a couple minutes.
(Also i dont know why the 3 lists are below and i cant seem to get them to go away so ignore those.)
Suggestion
cptbetty
When it comes to ship size, there is a MASSIVE issue present. The current way that the game is designed is to allow more Subsystems(Upgrades for simplicity) based on the ships volume. This means that while you can build big and have massive amounts of turrets, it punishes the players who want to stay small and nimble. Personally, i don't mind big ships and feeling powerful but i know that there is a enjoyment to be found while staying small. The ability to stay nimble and zippy is important in a galaxy where thousands of asteroid are spaced a mere 1km apart at given times.
Fix: I think something that the devs should consider is maybe not limiting the amount of turret slots strictly to upgrade slots but rather have it give you X amount of turrets per X amount of mass while still allowing turret upgrades to be added if the player chooses to.
In a game where you are currently forced into a massive clunky ship in order to survive, the amount of crew a station can offer for sale at any given time is absurd. If you're trying to crew a ship that has 1000 crew on it, you need to jump to every station you can find in a 20 sector radius. This forces a grind onto the players that isn't fun/enjoyable at all.
Fix: Add Crew Stations or something along those lines. Maybe in Capital faction areas, if they like you enough they will allow you to order larger amount of crew?
Now before anyone says anything about this, i am aware that the thrusters have been reworked to be based of of volume and not surface area.
WITH THAT SAID, heres the issue. The current stable version allows players to stack paper thin layers in order to buff the thrust in that direction. In the beta patch, thrusters are now based off of volume which means any small ship that is trying to stay nimble gets punished by requiring even bigger thrusters slapped onto their side. There is also an issue here with big ships, as if your brake thrust wasn't low enough on a ogonite/avorion battleship, now you need to have massive protruding ugly thrusters all over it.
Fix: Maybe buffing thruster power to a similar level of engines.
This one is going to be a bit long. Avorion has 3 official servers that players can join and do as they wish. If these servers are full (If i remember correct, 10 is the max player count) you need to head over to a privately hosted dedicated server. So what the problem with this..? It doesn't allow the game to be played how the players want it. I will speak on behalf of alot of players in saying that we would like to see a bigger server limit(100-200 the galaxy is a big place) but also maintain server stability. What i mean by this is that if you have more than 3 people in a server currently, good luck doing anything that isnt lagging beyond playable.
Fix: By adding bigger player counts, you can then allow the economy to be semi dependent on the players instead of 100% computer generated.
The current level on interaction with other friends and players is far from acceptable in my opinion. The other players default relations is neutral which means they show up as purple just like the Xsotan. As far as i can tell, the only way to improve relations with another player is to have them purchase/sell something at a station you have built or vice versa.
Fix: Add Factions that players can own, operate, expand, and flourish in. Also add a friends list that will highlight friends with a noticeable icon, color or something.
Currently with the way the games works, it all comes back to the same issue. Get big or struggle and die while being small. As i previously mentioned with the size issue, the weapons work the same way. The tech level of a weapon determines how big the physical model will show up on your ships. The close to the center you get, the more higher tech weapons you will find. "So whats the problem here?" you may ask, ill tell you.
Example:
lets take a small frigate sized ship in the Naonite areas. lets say he can fit 10 guns on his ship for the purpose of this example. Lets also say that the average weapon tech level is 20-25. So this little ship is on the journey to the center of the galaxy, upgrading his ship with the next better material while trying to stay as small and nimble as possible. Now hes made it past the barrier and in the 40-52 tech range for weapons. Little does he know that the size of them are ENORMOUS in comparison to his current weapons. Now a tech 52 weapons 9 out of 10 times its just better than a 25 tech weapon, so instantly he will want to equip it. Heres where the issue is, that small little nimble frigate/corvette can now only fit 2 of those behemoth weapons and this isnt because of his upgrade slots not having enough turrets but simply that those turrets are just big as hell. We then make a full circle back the the same issue as ive previously stated multiple times....Get big or get burnt.
Currently the weapon ranges seem to limit the players ability to be effective. What do i mean by this? Look at it this way...take a small nimble ships and slap a Chaingun on there(we will say 4km range). That player would be able to zip in, take out his target, and zip out. This is because he is small and nimble. Now take a Battleship class and slap any gun you want on there. His average range is going to be between 2km-6km. Now take that battleship and tell him to close the distance on the enemy while maneuvering through the asteroids and possible debris...it just doesn't work. Look at any other game, they follow a simple formula. Big ship=Bigger guns=More range. This keeps a balance for the big guys since they are not able to zoom around efficiently.
Fix: Weapon ranges should be similar to this list (just my thought). Keep in mind that this game is in space where once a round is shot, its not stopping till it hits something.
By changing the average ranges to the following list above, you generate a balance between range and damage. These ranges are also based off of allowing destroyer and frigate sized ships to handle a decent amount of guns rather than just a handful like the current state the game is in. Also, some of you may think that these ranges may be way to high but keep in mind that accuracy decreases with range and will have a higher chance to miss further out.
I also feel like there should be some sort of flak weapons to get rid of pesky fighters since they are so hard to target and kill.
IN CONCLUSION
I can see this game becoming bigger and better as time goes on but there are some massive issues with the core game design and how it was meant to be played vs how it has to be played. I hope that some of you agree with me and id love to hear why/why not. If you think i should add something let me know below. Lastly, i do honestly LOVE this game with 200+ hours played even though i did just hate on it for a couple minutes.
(Also i dont know why the 3 lists are below and i cant seem to get them to go away so ignore those.)
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