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Replayability and goals


doodlen

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I've had a lot of fun playing this game, tons of time spent building ships, exploring and fighting.

However I have a problem which is that things quickly became too easy and there are no more things to do.

I traded between some stations for an hour and have several hundred million credits, I crafted turrets that apparently are way too strong as I one shot everything I come across (im playing close to the centre of the galaxy).

With credits I can buy all resources so theres no need to mine.

No need to salvage wreckages since I got all weapons I need.

 

The early game struggle was enjoyable with mining, credits and fighting but pretty much once I hit Neonite for shields, equipped a trading module and crafted some turrets I was invincible and infinite resources.

 

I understand this is an alpha game and content is under construction so this should not come as a surprise to me but I would really like to hear if theres anything else that is interesting to do or strive for?

While ship-building is fun, I don't want to build a ship for 8 hours just to let it sit there with nothing to do.

 

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Yeah I found insane mode the same where the start was a great challenge and game got much easier as it went on.

I fixed that by modding it and now its gotta be 5x more difficult than vanilla insane mode. It gets much tougher the closer you get. 2 million shields gone in under a minute if I played my old way lol.

 

I modded turret factories also so they no longer make redonk powerful weapons. They are in fact broken and it was obvious when I looked at the code. Regarding resources I totally agree about this! I am able to buy up to ogonite so easily getting over a million of each with no effort thanks to stations. Avorion however I am forced to go and mine and honestly I felt so much relief knowing I had to actually work for the material.

 

I think it should be like this for naonite and beyond!

Always good to input feedback :) .. I think I will post my settings for others to try out for a much harder game.

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I'm running a server with a bunch of friends on it. That helps. And I'm slowly building up my own solar system with factories and everything, which is fun to do as well :)

 

You can always delete your current galaxy and start a new one in single player that's harder.

 

As for Avorion: Hunt pirates near the center and salvage them all.

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I modded turret factories also so they no longer make redonk powerful weapons

 

I'd be interested in that mod to fix the factories. I did not realize until I used them how powerful they were and it kinda killed the fun for me.

I guess I could just throw them away but i'd rather just not have them available to me at all.

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Go into your Avorion > Data > Scripts > entity > merchants > turretfactory.lua and

 

Change this

function getBaseIngredients(weaponType)

    if weaponType == WeaponType.ChainGun then
        return {
            {name = "Servo",            amount = 15,    investable = 10,    minimum = 3, rarityFactor = 0.75, weaponStat = "fireRate", investFactor = 0.3, },
            {name = "Steel Tube",       amount = 6,     investable = 7,     weaponStat = "reach"},
            {name = "Ammunition S",     amount = 5,     investable = 10,    minimum = 1, weaponStat = "damage"},
            {name = "Steel",            amount = 5,     investable = 10,    minimum = 3},
            {name = "Aluminium",        amount = 7,     investable = 5,     minimum = 3},
            {name = "Lead",             amount = 10,    investable = 10,    minimum = 1},
        }
    elseif weaponType == WeaponType.Bolter then
        return {
            {name = "Servo",                amount = 15,    investable = 8,     minimum = 5,    rarityFactor = 0.75, weaponStat = "fireRate", investFactor = 0.3, },
            {name = "High Pressure Tube",   amount = 1,     investable = 3,                     weaponStat = "reach", investFactor = 1.5},
            {name = "Ammunition M",         amount = 5,     investable = 10,    minimum = 1,    weaponStat = "damage", investFactor = 0.25},
            {name = "Explosive Charge",     amount = 2,     investable = 4,     minimum = 1,    weaponStat = "damage", investFactor = 1.5},
            {name = "Steel",                amount = 5,     investable = 10,    minimum = 3,},
            {name = "Aluminium",            amount = 7,     investable = 5,     minimum = 3,},
        }
    elseif weaponType == WeaponType.Laser then
        return {
            {name = "Laser Head",           amount = 2,    investable = 4, minimum = 1, weaponStat = "damage", investFactor = 2.0, },
            {name = "Laser Compressor",     amount = 2,    investable = 3, weaponStat = "damage", investFactor = 2.0, },
            {name = "High Capacity Lens",   amount = 2,    investable = 4, weaponStat = "reach", investFactor = 2.0, },
            {name = "Laser Modulator",      amount = 2,    investable = 4, turretStat = "energyIncreasePerSecond", investFactor = -0.2, changeType = StatChanges.Percentage },
            {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
            {name = "Crystal",              amount = 2,    investable = 10, minimum = 1,},
        }
    elseif weaponType == WeaponType.PlasmaGun then
        return {
            {name = "Plasma Cell",          amount = 8,    investable = 4,  minimum = 1,   weaponStat = "damage",   },
            {name = "Energy Tube",          amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", },
            {name = "Conductor",            amount = 5,    investable = 6, minimum = 1,    turretStat = "energyIncreasePerSecond", investFactor = -0.3, changeType = StatChanges.Percentage },
            {name = "Energy Container",     amount = 5,    investable = 6, minimum = 1,    turretStat = "baseEnergyPerSecond", investFactor = -0.3, changeType = StatChanges.Percentage },
            {name = "Steel",                amount = 4,    investable = 10, minimum = 3,},
            {name = "Crystal",              amount = 2,    investable = 10, minimum = 1,},
        }
    elseif weaponType == WeaponType.Cannon then
        return {
            {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,  weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
            {name = "Warhead",              amount = 5,    investable = 6, minimum = 1,    weaponStat = "damage",  },
            {name = "High Pressure Tube",   amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", },
            {name = "Explosive Charge",     amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", investFactor = 0.5,},
            {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
            {name = "Wire",                 amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.RocketLauncher then
        return {
            {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,  weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
            {name = "Rocket",               amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage",  },
            {name = "High Pressure Tube",   amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach", },
            {name = "Fuel",                 amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach", investFactor = 0.5,},
            {name = "Targeting Card",       amount = 5,    investable = 5, minimum = 0,     weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
            {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
            {name = "Wire",                 amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.RailGun then
        return {
            {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,   weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
            {name = "Electromagnetic Charge",amount = 5,    investable = 6,  minimum = 1,   weaponStat = "damage", investFactor = 0.75,},
            {name = "Electro Magnet",       amount = 8,    investable = 10, minimum = 3,    weaponStat = "reach", investFactor = 0.75,},
            {name = "Gauss Rail",           amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 0.75,},
            {name = "High Pressure Tube",   amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach",  investFactor = 0.75,},
            {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
            {name = "Copper",               amount = 2,    investable = 10, minimum = 1,},
        }
    elseif weaponType == WeaponType.RepairBeam then
        return {
            {name = "Nanobot",              amount = 5,    investable = 6,  minimum = 1,      weaponStat = "hullRepair", },
            {name = "Transformator",        amount = 2,    investable = 6,  minimum = 1,    weaponStat = "shieldRepair",  investFactor = 0.75,},
            {name = "Laser Modulator",      amount = 2,    investable = 5,  minimum = 0,    weaponStat = "reach",  investFactor = 0.75, changeType = StatChanges.Percentage},
            {name = "Conductor",            amount = 2,    investable = 6,  minimum = 0,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Gold",                 amount = 3,    investable = 10, minimum = 1,},
            {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.MiningLaser then
        return {
            {name = "Laser Compressor",     amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", },
            {name = "Laser Modulator",      amount = 2,    investable = 4,  minimum = 0,    weaponStat = "stoneEfficiency", investFactor = 0.075, changeType = StatChanges.Flat },
            {name = "High Capacity Lens",   amount = 2,    investable = 6,  minimum = 0,    weaponStat = "reach",  investFactor = 2.0,},
            {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,},
            {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.SalvagingLaser then
        return {
            {name = "Laser Compressor",     amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", },
            {name = "Laser Modulator",      amount = 2,    investable = 4,  minimum = 0,    weaponStat = "metalEfficiency", investFactor = 0.075, changeType = StatChanges.Flat },
            {name = "High Capacity Lens",   amount = 2,    investable = 6,  minimum = 0,    weaponStat = "reach",  investFactor = 2.0,},
            {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,},
            {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.ForceGun then
        return {
            {name = "Force Generator",      amount = 5,    investable = 3,  minimum = 1,    weaponStat = "otherForce", investFactor = 1.0, changeType = StatChanges.Percentage},
            {name = "Energy Inverter",      amount = 2,    investable = 4,  minimum = 1,    weaponStat = "selfForce", investFactor = 1.0, changeType = StatChanges.Percentage },
            {name = "Energy Tube",          amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach",  investFactor = 2.0,},
            {name = "Conductor",            amount = 10,   investable = 6,  minimum = 2,},
            {name = "Steel",                amount = 7,    investable = 10, minimum = 3,},
            {name = "Cink",                 amount = 3,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.TeslaGun then
        return {
            {name = "Industrial Tesla Coil",amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 3.0},
            {name = "Electromagnetic Charge",amount = 2,    investable = 4,  minimum = 1,   weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage },
            {name = "Energy Inverter",      amount = 2,    investable = 4,  minimum = 1,    turretStat = "baseEnergyPerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Copper",               amount = 5,    investable = 10, minimum = 3,},
            {name = "Energy Cell",          amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.LightningGun then
        return {
            {name = "Military Tesla Coil",  amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 3.0},
            {name = "High Capacity Lens",   amount = 2,    investable = 4,  minimum = 1,    weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage },
            {name = "Electromagnetic Charge",amount = 2,    investable = 4,  minimum = 1,   turretStat = "baseEnergyPerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Copper",               amount = 5,    investable = 10, minimum = 3,},
            {name = "Energy Cell",          amount = 5,    investable = 10, minimum = 3,},
        }
    else




        return { {name = "Servo",                amount = 20,    investable = 10, minimum = 3, rarityFactor = 0.75, weaponStat = "damage", investFactor = 0.15, }, }
    end


end

 

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To this :)

function getBaseIngredients(weaponType)

    if weaponType == WeaponType.ChainGun then
        return {
            {name = "Servo",            amount = 15,    investable = 10,    minimum = 3, rarityFactor = 0.55, weaponStat = "fireRate", investFactor = 0.25, changeType = StatChanges.Percentage },
            {name = "Steel Tube",       amount = 6,     investable = 7,     weaponStat = "reach", investFactor = 0.15, changeType = StatChanges.Percentage},
            {name = "Ammunition S",     amount = 5,     investable = 10,    minimum = 1, weaponStat = "damage", investFactor = 0.35, changeType = StatChanges.Percentage },
            {name = "Steel",            amount = 5,     investable = 10,    minimum = 3},
            {name = "Aluminium",        amount = 7,     investable = 5,     minimum = 3},
            {name = "Lead",             amount = 10,    investable = 10,    minimum = 1},
        }
    elseif weaponType == WeaponType.Bolter then
        return {
            {name = "Servo",                amount = 15,    investable = 8,     minimum = 5,    rarityFactor = 0.55, weaponStat = "fireRate", investFactor = 0.2, },
            {name = "High Pressure Tube",   amount = 1,     investable = 3,                     weaponStat = "reach", investFactor = 1.25, },
            {name = "Ammunition M",         amount = 5,     investable = 10,    minimum = 1,    weaponStat = "damage", investFactor = 0.25, changeType = StatChanges.Percentage },
            {name = "Explosive Charge",     amount = 2,     investable = 4,     minimum = 1,    weaponStat = "damage", investFactor = 0.75, changeType = StatChanges.Percentage },
            {name = "Steel",                amount = 5,     investable = 10,    minimum = 3,},
            {name = "Aluminium",            amount = 7,     investable = 5,     minimum = 3,},
        }
    elseif weaponType == WeaponType.Laser then
        return {
            {name = "Laser Head",           amount = 2,    investable = 4, minimum = 1, weaponStat = "damage", investFactor = 0.20, changeType = StatChanges.Percentage },
            {name = "Laser Compressor",     amount = 2,    investable = 3, weaponStat = "damage", investFactor = 0.20, changeType = StatChanges.Percentage },
            {name = "High Capacity Lens",   amount = 2,    investable = 4, weaponStat = "reach", investFactor = 0.40, changeType = StatChanges.Percentage },
            {name = "Laser Modulator",      amount = 2,    investable = 4, turretStat = "energyIncreasePerSecond", investFactor = -0.2, changeType = StatChanges.Percentage },
            {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
            {name = "Crystal",              amount = 2,    investable = 10, minimum = 1,},
        }
    elseif weaponType == WeaponType.PlasmaGun then
        return {
            {name = "Plasma Cell",          amount = 14,   investable = 4,  minimum = 1,   weaponStat = "damage", investFactor = 0.55, changeType = StatChanges.Percentage },
            {name = "Energy Tube",          amount = 5,    investable = 6, minimum = 1,    weaponStat = "reach", investFactor = 0.35, changeType = StatChanges.Percentage },
            {name = "Conductor",            amount = 10,   investable = 6, minimum = 1,    turretStat = "energyIncreasePerSecond", investFactor = -0.3, changeType = StatChanges.Percentage },
            {name = "Energy Container",     amount = 5,    investable = 6, minimum = 1,    turretStat = "baseEnergyPerSecond", investFactor = -0.3, changeType = StatChanges.Percentage },
            {name = "Steel",                amount = 15,   investable = 10, minimum = 3,},
            {name = "Crystal",              amount = 5,    investable = 10, minimum = 1,},
        }
    elseif weaponType == WeaponType.Cannon then
        return {
            {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,  weaponStat = "fireRate", investFactor = 1, changeType = StatChanges.Percentage},
            {name = "Warhead",              amount = 5,    investable = 6, minimum = 1,    weaponStat = "damage", investFactor = 0.45, changeType = StatChanges.Percentage, },
            {name = "High Pressure Tube",   amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", investFactor = 0.5, changeType = StatChanges.Percentage },
            {name = "Explosive Charge",     amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", investFactor = 0.3, changeType = StatChanges.Percentage },
            {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
            {name = "Wire",                 amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.RocketLauncher then
        return {
            {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,  weaponStat = "fireRate", investFactor = 0.5, changeType = StatChanges.Percentage},
            {name = "Rocket",               amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 0.35, changeType = StatChanges.Percentage},
            {name = "High Pressure Tube",   amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach", investFactor = 0.15, changeType = StatChanges.Percentage},
            {name = "Fuel",                 amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage},
            {name = "Targeting Card",       amount = 5,    investable = 5, minimum = 0,     weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
            {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
            {name = "Wire",                 amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.RailGun then
        return {
            {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,   weaponStat = "fireRate", investFactor = 0.75, changeType = StatChanges.Percentage},
            {name = "Electromagnetic Charge",amount = 5,    investable = 6,  minimum = 1,   weaponStat = "damage", investFactor = 0.55,},
            {name = "Electro Magnet",       amount = 8,    investable = 10, minimum = 3,    weaponStat = "reach", investFactor = 0.55, changeType = StatChanges.Percentage },
            {name = "Gauss Rail",           amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 0.35,},
            {name = "High Pressure Tube",   amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach",  investFactor = 0.35, changeType = StatChanges.Percentage },
            {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
            {name = "Copper",               amount = 2,    investable = 10, minimum = 1,},
        }
    elseif weaponType == WeaponType.RepairBeam then
        return {
            {name = "Nanobot",              amount = 5,    investable = 6,  minimum = 1,      weaponStat = "hullRepair", },
            {name = "Transformator",        amount = 2,    investable = 6,  minimum = 1,    weaponStat = "shieldRepair",  investFactor = 0.75,},
            {name = "Laser Modulator",      amount = 2,    investable = 5,  minimum = 0,    weaponStat = "reach",  investFactor = 0.75, changeType = StatChanges.Percentage},
            {name = "Conductor",            amount = 2,    investable = 6,  minimum = 0,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Gold",                 amount = 3,    investable = 10, minimum = 1,},
            {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.MiningLaser then
        return {
            {name = "Laser Compressor",     amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 0.5, changeType = StatChanges.Percentage },
            {name = "Laser Modulator",      amount = 2,    investable = 4,  minimum = 0,    weaponStat = "stoneEfficiency", investFactor = 0.075, changeType = StatChanges.Flat },
            {name = "High Capacity Lens",   amount = 4,    investable = 6,  minimum = 0,    weaponStat = "reach",  investFactor = 0.75, changeType = StatChanges.Percentage},
            {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,},
            {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.SalvagingLaser then
        return {
            {name = "Laser Compressor",     amount = 8,    investable = 10,  minimum = 1,    weaponStat = "damage", investFactor = 0.85, changeType = StatChanges.Percentage },
            {name = "Laser Modulator",      amount = 4,    investable = 5,  minimum = 1,    weaponStat = "metalEfficiency", investFactor = 0.075, changeType = StatChanges.Flat },
            {name = "High Capacity Lens",   amount = 4,    investable = 6,  minimum = 0,    weaponStat = "reach",  investFactor = 0.75, changeType = StatChanges.Percentage},
            {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,},
            {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.ForceGun then
        return {
            {name = "Force Generator",      amount = 5,    investable = 3,  minimum = 1,    weaponStat = "otherForce", investFactor = 0.75, changeType = StatChanges.Percentage},
            {name = "Energy Inverter",      amount = 2,    investable = 4,  minimum = 1,    weaponStat = "selfForce", investFactor = 0.75, changeType = StatChanges.Percentage },
            {name = "Energy Tube",          amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach",  investFactor = 2.0,},
            {name = "Conductor",            amount = 10,   investable = 6,  minimum = 2,},
            {name = "Steel",                amount = 7,    investable = 10, minimum = 3,},
            {name = "Cink",                 amount = 3,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.TeslaGun then
        return {
            {name = "Industrial Tesla Coil",amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 1.25, },
            {name = "Electromagnetic Charge",amount = 2,    investable = 4,  minimum = 1,   weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage },
            {name = "Energy Inverter",      amount = 2,    investable = 4,  minimum = 1,    turretStat = "baseEnergyPerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Copper",               amount = 5,    investable = 10, minimum = 3,},
            {name = "Energy Cell",          amount = 5,    investable = 10, minimum = 3,},
        }
    elseif weaponType == WeaponType.LightningGun then
        return {
            {name = "Military Tesla Coil",  amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 1.25, },
            {name = "High Capacity Lens",   amount = 2,    investable = 4,  minimum = 1,    weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage },
            {name = "Electromagnetic Charge",amount = 2,    investable = 4,  minimum = 1,   turretStat = "baseEnergyPerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
            {name = "Copper",               amount = 5,    investable = 10, minimum = 3,},
            {name = "Energy Cell",          amount = 5,    investable = 10, minimum = 3,},
        }
    else




        return { {name = "Servo",                amount = 20,    investable = 10, minimum = 3, rarityFactor = 0.55, weaponStat = "damage", investFactor = 0.10, }, }
    end


end

 

And scroll down and change this to this value

 local item = SellableInventoryItem(turret)
    item.price = item.price * 1.35

 

You will still get very awesome turrets show up that are for sure great to use but then they come at a much higher cost so you can't so easily mass up these weapons. However, you can still find better in exotic / legendary but it takes luck, it isn't easy to overpower very good turret factory stuff but it is possible. So far it has been really balanced for me. Give it a shot, I also fixed I believe all the ones that went negative stats when you increased the material count.

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Here is a preview of some turret stuff to my found stuff, There is another turret that makes very good plasmas for a cost of over 4 million and 2.4k dps. While they are awesome I "could" find better on my own still. That is what I was going for, to allow crafting a viable option but not the ultimate option, its to still hunt for the ultimate stuff :)

 

These looks very good! Yet I managed to find a 5.5k firepower uncommon very randomly from a xsotan, only one of its kind so far lol

 

5txh15.jpg

 

 

I am trying to make these now, pretty costly but amazing, miners and salvagers are still best gotten from factory as its really hard to mass good ones from battles, however you can still get better from finds lol

 

15qf880.jpg

 

 

2lwooxe.jpg

 

 

Crazy high stats for a crazy high price lol, I don't use these so I haven't balanced it to much but I have found some very good ones still

 

qxtk4l.jpg

 

 

Now compare them to some of my very good finds :)

 

wlx3bq.jpg

 

 

1z50yo5.jpg

 

 

23nr54.jpg

 

 

The best chaingun I have ever seen, no factory has been this good lol

 

28ldrg2.jpg

 

 

Hope that gives an insight, hunting for the ultimate weapons is still king, but crafting is also amazing. They are both great options now and not factory to win anymore lol

 

 

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