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Nice game! Some issues inside


Falkenherz

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Had a server crash yesterday and could not play for about 15 minutes. With the crash, my spacecraft disappeared and I was cash-stranded.

Why does the game need to connect to a server when I just play in a single player galaxy? It´s the same annoying habit which Elite: Dangerous has.

 

When building spacecraft, sometimes the blocks would not fit "on-grid" but allocate a bit displaced, into another block. Is this a know issue?

 

I´d like to do more of those "flip to brake" maneuvers, but doing it precice enough is very hard. This is because the engine always tries to slow down when not pressing "w", causing an imperfect flip. Can we have a maneuver where the ship just flips without trying to slow down during the flip? In Elite: Dangerous we have the option to have "flight-assist-off".

 

During combat, I have a hard time seing whether I am hit, and by what. Also, a kind of proximity alert for hostile ships would be cool. I hate being shot down while in construction mode.

 

Crew lifeboats would go a long way for a beginner. Having to collect crew each time again from different stations is tedious.

 

Salvaging seems to not work right now? When I work on a wreck with a mining laser, neither does the ore count increase nor does special equipment appear.

 

It is not very clear when and how many turret slots your ship gains. Also, a display for energy usage in the slotting menu would be cool. I killed my crew while tinkering around with different slots because I did not see that I was overtaxing my energy grid.

 

The crew tab does not show how many crew I have on board. The demo had a better menu tab, imo. Same with the station menus; I found the one from the demo better and less tedious.

 

Keep up the fantastic work!

 

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Had a server crash yesterday and could not play for about 15 minutes. With the crash, my spacecraft disappeared and I was cash-stranded.

Why does the game need to connect to a server when I just play in a single player galaxy? It´s the same annoying habit which Elite: Dangerous has.

Not quite - Avorion connects to a server running on your pc and thus works offline too.

 

 

Salvaging seems to not work right now? When I work on a wreck with a mining laser, neither does the ore count increase nor does special equipment appear.

For salvaging you need a salvaging laser, not a mining laser

 

It is not very clear when and how many turret slots your ship gains.

Only when you add turret system upgrades, and how much can be seen in the ship builder (armed and unarmed turrets)

 

The crew tab does not show how many crew I have on board.

Unless it changed in the last patch, it does?

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Thanks, so it was basically just a crash of the game. Good to know that I can run the game independent from the internet.

 

I had inconsistent number of turret slots, without modules. Sometimes 2-2, sometimes 2-1. It seems to be the function of size?

 

In the crew tab, you see how many crew of each function are assigned. When you click "dismiss", they seem to be gone from the ship and not only unassigned? The demo still had a bar which then showed them as "unassigned" crew members, from where you could re-distribute them. I like that better, even though the crew in the demo was not specialised yet.

 

 

What I am very much missing is data on the materials and blocks: How much mass does each type have? How sturdy is it? Or should I just strive for higher tier materials and be done with it?

 

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  • Boxelware Team

Considering the materials: It wouldn't be a bad idea to show the basic stats.

 

Basically it goes like this:

- They have different densities, independent from their tiers. The lightest are Trinium and Titanium, the heaviest are Iron and Ogonite (with Iron being the heaviest, by far). The others are somewhere in between.

- They also have different HP/volume, rising steadily from the lowest tier to the best tier.

- Their money cost rises as well, but less than HP/volume, so for higher tier you get more HP/credits.

 

Your other points:

- Flight assist off might be a good idea for the hardcore newtonian physics fans.

- Alarm for enemy ships is a good idea.

- We know the crew situation can be tedious and we're looking into improvements here.

- Your ship has dedicated slots for armed and unarmed turrets, and some for arbitrary turrets. In the build menu, you can see this with armed turrets: 3 (1 + 2) meaning 1 armed, 2 arbitrary

 

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Thanks for your quick input! Could you pls give some more pointers:

 

Guns: is 2 armed 2 civil the basic setup, or does it vary depending on ship volume and setup? I know you can expand later via slots.

 

Ship hitpoints is volume times the material´s factor? Do armor blocks add hitpoints factor or have they a different mechanic? E.g. armor blocks as outer shell, softer ones inside? I noted there is different armor versus inetic and electric attacks.

 

Connected to this is my question about the stuctural integrity generator: Removes the need to place armor or big blocks, you just to need to make sure to have overall high hp volume? But kinetic and electric armor still does count somehow? Do generators fail at a certain point or are they for the full range of hp online?

 

Keep it coming, this game has promise! I love the game´s complexity, arising from simple mechanics, elaborately woven together. And this game actually merges different genres in an innovative way, not just more fancy graphics or more complex of the same mechanics, like some others out there...

 

Here two wishful thinkings of mine:

 

If I would currently wish for one thing, it was an automatic smooth shape coating of my ship blocks. Placing all those slopey blocks and cornerblocks is a bit tedious, but then, I am not very pracised yet. Besides, those "design" blocks take away mass and efficiency. I wish they would count as part of the "useful"/"function" block they are attached to.

 

For the far future, I would love to have planetary landings, even if it was only on airless planets. Hey, I can dream! :D

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  • Boxelware Team
Ship hitpoints is volume times the material´s factor? Do armor blocks add hitpoints factor or have they a different mechanic? E.g. armor blocks as outer shell, softer ones inside? I noted there is different armor versus inetic and electric attacks.

 

Connected to this is my question about the stuctural integrity generator: Removes the need to place armor or big blocks, you just to need to make sure to have overall high hp volume? But kinetic and electric armor still does count somehow? Do generators fail at a certain point or are they for the full range of hp online?

Ship hitpoints depend on the block types, their sizes and material. Armor adds a lot more HP than hull.

Integrity makes blocks indestructible, but as you said that makes armor a little superflous. Armor does protect from penetrating shots, such as railguns though.

But we'll make it so that the blocks take less damage, instead of none at all.

 

If I would currently wish for one thing, it was an automatic smooth shape coating of my ship blocks. Placing all those slopey blocks and cornerblocks is a bit tedious, but then, I am not very pracised yet. Besides, those "design" blocks take away mass and efficiency. I wish they would count as part of the "useful"/"function" block they are attached to.

That's really hard to implement and probably won't come. But you can try out the "Match shape" option, it orients edges and corners so they match.

 

For the far future, I would love to have planetary landings, even if it was only on airless planets. Hey, I can dream! :D

I'd love to see planetary landing, too. But the engine isn't laid out for landscapes, which means it's probably never going to happen.

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This would only work if you don't cover your ship in armor. If your ships have the weak blocks hidden by armor then they should not get damaged until the armor blocks are destroyed.

Also most ships have a single large integrity field and this could result in a break in the ship at a point where nothing got hit.

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