Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 06/06/20 in all areas

  1. Hello, I'm not sure if someone has already brought this up, but I was wondering if the devs could implement a better system of control to supply own stations. Perhaps the ability to specify what station to sell to instead of a prefer own station button. As well as adding an option to the sell button to instead of "Until X units remain" also add "Or wait X seconds" so the ship does not get stuck trying to unload one item. Now you may just suggest to put the stations in their own systems and just have a ship jump around to each sector doing one job at a time, but on multiplayer each player has a limit of sectors they can have running to increase server performance. Therefore this provides a huge bottleneck in which some factories do not run, thus reducing potential random buyers that will come visit to buy goods. I am aware that the station will still produce for the time amount that it is unloaded, but it will not sell goods for that extra amount of profit that could be achieved if the sector is loaded. So please, if the devs are reading this, the economy update is amazing, but still isn't what it can be due to these missing features: Ability to specify what station to supply, extra option instead of "Until X units remain" add an OR statement where the ship could "Wait X seconds" before moving on to the next ordered queue. Thank you for reading this, DarkWeeper.
    1 point
  2. That would be helpful
    1 point
  3. You could argue that the AI tracking system would fire at a lower rate of fire, but the devs just decided to take that off from damage instead. That said, we have gunner crews on these guns. There shouldn't even be the need for a fully automated AI system (lore wise) for them to work and track independently, so I'd argue that everything should be capable of independent fire and not have the damage reduc or at the least a much reduced damage reduc (like 25% max).
    1 point
  4. Lets just put it bluntly: Hull polarizers are useless. I have never seen someone besides AI use them and even when the AI uses them i hardly care, holding down LMB will still do the job perfectly fine, just take a little longer than before. My suggestions for a change where inspired by a post in Feedback, which can be found here. [glow=yellow,2,300]The Issue[/glow] A main reason why hull polarizers are not used is that it is simply better to have shields than to rely on hull. If my shields go down, I usually just retreat. Also it is not very logical to make your ship vulnerable to a certain damage, as the user deep pointed out, no one would sell "armor, that breaks from fire". [glow=yellow,2,300]My idea[/glow] I would like to suggest a replacement of the current mechanic with something i think is much better: an adaptation system as well as an anti-oneshot-mechanic. I would also be happy to see them put in in two different upgrades, but a single one would be my preferred option. The basical mechanic Once a ship starts taking damage from a certain damage type, it will start adapting to that damage, taking less and less damage over time up to a limit. The speed of the adaptation could depend on the inflicted damage or the relative amount of health the ship has lost in comparision to its full health. This mechanic should apply to shields as well as hull, but damage on shields should only count something like 25% in comparison to hull in regards of adaptation speed or the overall damage reduction to shields should be lower. Of course this would need some kind of cooldown, for example a reset after 30 seconds of not taking damage or another mechanic. An idea of a concrete implementation The upgrades could look like this: grey: adaptation to one damage type for about 25% damage reduction at max white: adaptation to one damage type for about 30-40% damage reduction at max green: adaptation to two damage types for about 40% damage reduction at max blue: adaptation to two damage types for about 60% damage reduction at max orange: adaptation to three damage types for about 60% damage reduction at max, additionally no single hit can ever cost the ship more than 80% of its total helath red: adaptation to three damage types for about 80% damage reduction at max, additionally no single hit can ever cost the ship more than 60% of its total health purple: adaptation to three (or four mabye?) damage types for above 80% damage reduction at max, additionally no single hit can ever cost the ship more than 40% of its total health Example A ship has a white upgrade equipped, so it can only adapt to one damage type at a time. A ship is getting hit by a pojectile with energy damage. This first hit does its full damage, but the ship will start to adapt depending on the amount of damage done/the amount of health lost. The ship will take less and less damage from energy based projectiles with every hit it is taking. The same ship is now getting hit by antimatter damage, adapting to this damage type but instantly being vulnerable to energy damage again. [glow=yellow,2,300]The advantages[/glow] By this, the polarizer upgrades would allow for more versatile weaponry as multiple damage types are needed to take down an enemy with a hull polarizer upgrade with the upgrade still being usefull to players. A change like this would also be a big step in making small ships more usefull, because oneshots on small ships could be avoided with an upgrade like that.
    1 point
  5. Hello, I am glad that we can exchange again :) Me and the whole team understand the problems you described. We can also understand that some things in the game annoy you because they don't match your expectations. First of all, I am very sorry that this is the case. We try our best to give everyone a good gaming experience. As in a previous post by you on the same topic, I ask you to understand that we cannot solve all problems overnight. :-\ We have already announced through steam that there will be an update in which we will consider and implement players' wishes. :) We also mentioned that we are definitely not done with Avorion yet. We are still fixing the bugs in the game. So I ask you and the rest of the community for patience. :) Unfortunately we can't promise that we can or will fulfill all wishes. Often it is the case that one player likes certain features and the other does not. Also unfortunately, I cannot understand why you think that we do not pay attention or listen to our community. Because we collect all your suggestions and wishes and we also react to the feedback of the community. Please understand that we are a small team, so it takes some time until we can implement things. I assure you that we will not let you down and continue to work on improvements. As offered last time, you can write me a pm in which we discuss this topic together. I hope that I could help you with this and wish you a nice day. :) !
    1 point
  6. Yeah, the found station tutorial in particular should be different somehow. As it stands making a new station is wayyy to expensive for when that tutorial appears. I agree that it should either be free for the first one or just reduce the super high costs of station creation all together, or just certian ones like say a shipyard, military outpost, trading post, ect.
    1 point
  7. 1 point
×
×
  • Create New...