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  1. Summary: I have read and understood the background behind the change of the v1.0 orders and I kindly decline the benefits it brings in favour of having the v1.0 orders back. We have different reasons why we want to have it back, not in exchange for the current map commands but in addition to them! This vote however is not about the background but about the very desire to have it back. Boxelware cares for our reasons. Write yours in the comments if you want 😃 My reason: The old orders are kind of the hire an employee for a special task kind of thing that I dont need to remind of their job. The new missions are similar but have differences compared to the old system. A german saying is "The devil lies in the details". To me the old orders simply feel more immersive. It is like a taste that I like more over another so no argument can change my opinion. Currently the new mission require the player to have an eye on each captained ship to collect ressources and restart their missions as the management part of those new missions. Removing the need to restart and collect ressources would not change anything for me.lets look into a textbased gameplay vs realtime simulation comparisson. In the game command and conquer the harvesters work on their own basicly. Simplified I can tell them to stop harvest or harvest at another location and it is all being simulated. In a textbased game you would give the order "harvest" and receive ressources once the order is completed. The result is the same but the actions are completly different from one another. This is what I imagine when I compare the old orders with the new missions. I know I know saying that the new missions is like a textbased gameplay action is extremly simplified it still is comparable isnt it? Edit: Manually changing the game to version 1.3.8 or mods are hardly an alternative. If we choose and older version most new mods will not be supported for it and we will never have the benefits of any other updates made by you. Using mods themselves to get the orders back takes the guarantee of them working properly, we thankfully have a mod as a temporary solution already but some players reported issues with the mod. Here is a detailed explanation by the developers for the background why the changes happened:
    8 points
  2. Kind of similar to another suggestion, but rather than or in addition to including a new command to retrieve loot, how about including it in the current commands? Attack enemy / patrol could include logic so that once their target / all enemies are dead, they swoop back around and pick up any eligible loot prior to ending / returning to the command. Salvage could natively also include loot collection of eligible pieces. (As of current, it seems like a ship set to salvage will only collect loot that is dropped as a part of the salvaging process and will ignore anything that dropped as a part of the process that created the salvage in the first place.)
    5 points
  3. I just wanted to share my reasons for disliking the new system (B). I don't expect it to make any difference at this point, especially with everything written above, but I wanted to put it out there anyway. I'd say 90% of my issues are immersion related. It's a lot less immersive to me having the ship "disappeared" off some where for most of its time. I know you all added the feature where it pops in here and there to put on a little show, but for me, it doesn't help (almost makes it worse, actually. Almost). I noticed you mentioned (a couple of times) getting the player to put more thought into their ship design as a benefit to B. I'm actually finding the opposite? I mean, unless you put in an obscene amount of checks (which I absolutely do not expect you all to do), these ships that we send out on these missions only need to check a few boxes in stats, not actual design. Ships that would be horrible for actual "real space" operations could actually excel in these new missions. There's nothing really stopping someone from just slapping a bunch of huge blocks together for the stats and not caring about actually protecting any of it (go so far as to purposely design a ship "inside out"). Turrets can be placed in really bad positions (even internally), yet will work just as well as one where everything is placed optimally. It doesn't even need to be able to maneuver or accelerate well. Sure, if the ship gets ambushed that might be a problem, but if you stack the stats well enough (with escorts), and use good enough captains, the chances will be low enough to make it worthwhile. More so if you're not playing with perma-destruction. (Again, I do not expect you all to find solutions for these with this system. It would over complicate things sooo bad.) Now, yes, I know. In the old system, provided you stayed out of the sector(s), your ship was 100% safe (provided it didn't trigger the "too weak" conditions). I, personally, feel like this could've been solved with allowing events to happen (less frequently) in systems that contained player/alliance ships/stations, regardless if a player was physically present. Stats of the present ships/stations in these sectors could've been taken into account just as now to determine the chances of these attacks. We no longer really have to scout and clear sectors to prep them for our mining ships, or visually check out a sector to see if it's even worth it. Sure, scouting the sectors can boost the output of the new missions, but it's not necessary. I know it isn't, but this does give off the feeling of being similar to the way a "mobile game" does things. You know how many mobile games I own? 1 - Baldur's Gate. While I don't PvP, I do know that if I did, not being able to find another player's ships because they're off in simulation would be frustrating and immersion breaking. I know this game isn't balanced for PvP, but this just seems like one more thing on the pile. I know looping/afk was brought up as a reason for ditching the old system. I feel like there were a few ways available to combat this (while obviously sticking with the old system). I seem to recall at least twice you all decreased the sector respawn timer. Increasing this again, maybe even having the timer increase with each subsequent respawn within X time (then allowing this to decay back down after Y time) would force a player to spread out more. Putting limits to the number of times a loop will execute. Including other factors that would decrease the ship's mining yield (delays in targeting a new asteroid to mine, limiting if a ship will boost or by how much to move from one to the next, etc) which could've all been boosted back up with decent captains. Introducing other mechanics that actually make it prohibitive to keep looping the same tasks endlessly (one suggestion I remember seeing was reworking morale to have an actual use beyond "do you have enough crew space". If morale could decay over time while performing commands that would decrease ship performance, then provide a couple of mechanics for bringing it back up (either through inactivity (cancel the commands and let it naturally regen), or by having it "visit" certain station types (habitat, casinos)(while this one could still be looped, it'd still force the ship to take a break from its actual task)). Yes, that last one would've been complex. Would it have been as complex as designing a whole new system? Don't know. And really, at this point, considering the new system already exists, I don't expect you all to do that. I know the complexity of the old code was brought up. Would a rewrite have helped? Would it have been as or more complex than designing a whole new system? Don't know. Again, the new system already exists, so.... Final thing was performance. I get this. I really do. Other than leaving the old system in the game, as was, with an optional toggle during game creation or in the server.ini file (allowing server admins to say "nope, this server can't handle that"), I don't have an answer for you. I am glad that you left it able to be modded back in, but forcing this onto the modding community also makes me a little sad. I mean, this now depends on the interest, skill, and "longevity" of the modders to keep this viable. As an example, some of the best modders that I'm aware of for this game actually seem to have no interest in modding these back in. Hopefully modding these back in works well enough and stays supported for a long time, cause I feel like I'd lose interest in the game super quick if they didn't. Ultimately, obviously it's your all's decision and I get that you're a small team and you had to do what you thought was best. I'm not in your all's position, so I obviously can't say that what I'm thinking would've necessarily have been better or even worked. And I certainly don't expect anything now that you've already got a new system in place. But it still makes me really sad losing the old system. I do thank you, though, both in creating the game in the first place and for supporting it as you have.
    5 points
  4. as the title. the ability to manually set the root block when building, so it isnt necessary to- select all, deselcet the current root block, copy selection, save selection to folder then paste.
    5 points
  5. I started playing with mines and factories. It's A LOT of work and planification to get even some basic factory to work together in a same sector. My main issue if when I need to transfer goods from mines located in a different sector than my factory. I tried the following: Got a mine in sector 1 Got a factory who need goods from the mine in sector 2 Set a hauler ship to "buy" 500 goods from mine in sector 1 Then jump to sector 2 Then "sell" to sector 2 until 0 Then jump back to sector 1 Loop The problem is if the factory won't "buy" the good from the hauler, the hauler will end up in error: no one to sell good or something like that, and the loop get stuck instead of skipping to the next step. Also, similar to this, setting up a trade route with a hauler: I tried this Factory in sector 1 potential buyers for goods in sectors 2, 3 and 4. Set hauler to "buy" 5000 (or whatever number ) from sector 1 Then jump to sector 2 Then sell goods until 0 Then warp to sector 3 Then sell goods until 0 Then warp to sector 4 Then warp back to sector 1 Loop Same problem here, if sector 1 won't buy the good, the loop get stuck instead of skipping to next step. Last suggestion Once the loop logic is fixed, a SELL ALL command would be awesome... Fill up a freighter with all sort of goods, then have the option to queue up SELL ALL in a bunch of sectors. Right now, haulers requires insane micromanagement thanks!
    5 points
  6. It's crazy how time flies! It’s been a whole year already since Avorion left Early Access! We are super happy with how things have been going! That’s why we have a little surprise for you: Update 2.0 will introduce massive changes that will fundamentally improve many aspects of the game: New progression system in which players acquire building knowledge of the various materials New “Classic Avorion” scenario without the new progression Fully configurable “Free Play” scenario Captains with specialized talents and personalities Improved AI orders to send your ship to go mining, trading, scouting and more Improved UI visuals Improvements to the independent targeting mechanics Many QOL improvements like less micro management, easier traveling to far away sectors and crew management, autopilots, many balancing changes, UI improvements like a sector overview that shows available missions, goods and crew members of all stations, and many more! Update 2.0 will improve game mechanics that might not feel perfect at the moment. Many of these changes will make Avorion feel like a new game, that is why the title of the update will be “Avorion Update 2.0”. More details about the specific changes will be coming over the next few weeks. Stay tuned!
    5 points
  7. Maybe a ledger or something. It would be nice to be able to track how much money you spent / made in a single game over a course of a few hours or something. This would be especially good with alliances. When I was doing an alliance-only playthrough with a friend we'd frequently lose a bunch of money and have no idea why we lost it.
    4 points
  8. Apart from many other QOL's/Suggestions here, I feel one definitely needs its own post. Click-itus is severe with the base game. It is bad enough that I have to step away not because of time or desire to play, but because of physical fatigue. There are mods that take care of some of this problem, like "Auto Research" by rinart73 (mod 1731575231) and "Trash Manager" by Chefkoch (mod 1788913474), but they are not base game, and thus on official servers, one must make the death of a thousand clicks just to do research, clean out stash of junk, and so forth. The sheer magnitude of clicking required when you've got 1000-2000 items in either your stash or your alliance stash or both is intense. Add in the server latency and effectively having to click the same thing twice and its far, far worse. Trash Mod is simple: Click Material. Click Quality. Click Mark. Go to Scrapyard or Equipment Dock and either scrap or sell. Auto Research is as simple. Between servers that use these and servers that don't, my left-button finger feels the difference almost instantly. Alternatively, make it so that "vanilla Avorion" servers can add these mods for QOL sake without losing vanilla status, as they have zero bearing on gameplay outside of physical fatigue. Another joy is anything you need to buy. Torpedoes. There's a mission now for that, but that means you have to let your ship run off into neverneverland outside of your control for X amount of time in order to refill your stocks. What are you doing now as a player? Sitting around, waiting to get your drone shot by pirates. There's a mod called "Torpedo Production" by jakecool (mod 2053583501) that works relatively well outside of getting bugged any time a ship you use any 2.0 map command where it kills all of your production and forces you to re-set every production terminal. But without that on a vanilla server, what are you doing? Clickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclick. This is truly unnecessary physical fatigue that could be handled with some QOL updates. Even a "Buy all" next to the buy button for a specific torpedo would be a solid improvement.
    4 points
  9. Currently ingame, there is absolutely zero reason to build the Solar Panel blocks ingame. As titanium (which can be found in the spawn system) generators are just superior. This is only worsened by the progression further in the game as generators with each tier progressively produce more and more power, while Solar Panels recieve no similiar gains. Some Examples: 100x1x100 Titanium Solar Panel: 20.4Gw 100x1x100 Titanium Generator: 825Gw 100x1x100 Ogonite Solar Panel: 20.4Gw 100x1x100 Ogonite Generator: 1500Gw If the same scaling of Titanium>Ogonite is applied to solar panels, the resultant power output would be 36.72Gw.
    4 points
  10. this is a rough idea that will take alot of time and even more coding then needed but I think it would scratch that itch that the rts and faction side of the community would like along with a solid build for future improvements on how AI in general are used in avorion. 1. players that want to start an empire but dont want to manage it can turn on The AI, but to start this you have to have to have an HQ Station, Trade station, and a set amount of resources to get the ball rolling. 2.after establishing a solid first secter with little trade or a resource stock off your own travels, you turn the ai own and it will take everything from how much manpower, stations, ships resources, and credits into account and off of that it will determine what to build, when to build it, and weather or not it can push or retreat to other sectors. 3.Ai ship combat, the AI would take secter knowledge into account provided by itself, the player, or allied faction/players movements. based off of that the ai will send a big enough force of self or player provided ships to take the secter or it will not cause of its calculated major loss's, or the player having an option to set said ai to be more aggressive then turning the ai to just take the chance with or without information. 4.Ship Production. ship production would be based primarily on how many stations and sectors that it has at its disposal, along with resources and credits as the secondary. now what types of ship would be made by the ai? just for example: if you have less than 5 sectors with 1 shipyard the ai will build fighters, bombers, Gunships, corvettes, and at best a destroyer. 10 sectors with 2-3 shipyards would then produce cruisers, and finally having 30+secters with 6 shipyards would start making Battlecruisers. 5.So as for controlling the AI itself a menu would be implemented for the faction overall and sub menus(optional) for each secter on how it reacts, such as combat if set to passive the ships in your faction will just patrol and only engage when necessary, but set to aggressive then will rush sectors with no prior knowledge and will attack indiscriminately anything resembling a threat. All in all this would add a incentive to make an empire, pursue to build it better to compete with other players factions, and to make a vast amount of income, resources, and fleets to you as a players and changes to the universe as a whole.
    4 points
  11. Hey everyone! The 2.0 Beta has so far been very exciting and we're very happy with the performance of the update! We've spent a lot of time on 2.0 and its polish, and we're super proud of what we've achieved with 2.0 and its improvements to the game. We all genuinely love the changes and improvements it introduces. However, some aspects of the update have been received with mixed feelings by some members of the community, and I think it's time to give you all some background info about why we did what we did. I'd like to shed some more light on the decision that was probably one of the hardest I've ever had to make. I'm not justifying here, nor looking for pity, I'm only explaining. Note: You might need to know that we're a tiny team with 5 devs (including me) working on a massive project here that grew over 8 years. 1. Engine Structure The engine of Avorion uses a bottom-up approach (sectors are generated first, everything else comes from them). There are advantages (easy procedural generation, abstraction, perfectly parallel multi-core support, CPU & memory management) and disadvantages (harder communication between sectors, having to load a sector in memory before accessing it (which can take up to 30 seconds), and missing inter-sector coordination) with that. There are some exceptions where we could, luckily, use a top-down approach, such as faction areas. Due to this structure of the engine, the game has trouble with sector-to-sector communication, and especially non-player-sector-to-client communication. This is not something we can change. Keep in mind that I started Avorion as a hobby project 8 years ago, and the original engine design was never meant to support a game that lets you command ships in other sectors. Making a system work that was never meant for this engine takes very very much time, that could be better spent elsewhere. If you're a modder of Avorion then you probably know what I'm talking about. There are lengthy wiki articles about Avorion's complicated engine structure. 2. Glitches Like mentioned above, we have to work around that with everything we do over the galaxy map, and it costs us development time. It also doesn't feel as good as we think it should. You can feel us having to work around that in every single old style command (lags, ships not responding, sectors going to sleep, etc), and the order chain. Ships have to somehow communicate that they need a sector loaded in memory, which is usually only done when a player is online. What about ships of offline players in sectors with online players, what happens when they jump away into a sector that's not loaded? Those are the fun exception cases we have had to deal with on a daily basis. Maintaining this system costs us tons and tons of dev time, it makes features expensive and also costs us money that could, again, be better invested elsewhere. 3. Performance The old system requires sectors to be kept in memory for ships to do their work there. It also means simulating those sectors. There is a reason why we're limiting the number of sectors on multiplayer servers. We're regularly getting complaints and out-of-memory crashes from players who are playing Avorion on 10 year old laptops where they're sending their ships away to mine. Yes, this could be solved by better hardware, but in order to keep the fanbase growing, we'd rather have the game run well on those machines, too. 4. Gameplay, Immersion and Ease of Use A) In the old system you had to find a nice sector or two, find a refinery, equip a ship and get a captain, then click a few times while holding Shift, and your mining loop was set up. I agree that it's a nice mechanic to set up and feels immersive. If you do it right and make a big enough loop with alternating asteroid fields you'll trigger the asteroid respawn, making it a perfectly safe fire-and-forget for infinite income (which is not something we think should be available as early in the game as it is right now, but more on that later). B) In the new system, you have to find a nice area, equip a ship and get a captain, then click a few times and your mining operation is set up. You get a report from your captain telling you that an area is awful/great for mining, and how many resources they think they'll bring in. With a high-enough tier mining captain it's still close to fire-and-forget (mid to late game, for up to 8h), but no more immediately available infinite income. You also have to put more thought into your ship, its armament and strength and the area it's deployed in. We put a lot of thought into this system. Personally, I prefer B (I mean, yeah, duh, that's why we put it in), for several reasons. It's easier to use, more straightforward and more transparent. It's a clear "Mine" command that communicates what equipment it'll need, how long it takes, what your income will be and tells you more about potential dangers. I also think that this communication with the captain makes it more immersive. Easier to use: Did you know that 75% of players in Avorion only have a single ship? We want to make fleets more attractive to everyone since that's a very important part of the game, and the new map commands are one of the steps we're taking towards that. And considering being a fleet commander: The new commands make you interact with your ships and captains on a more regular basis, instead of them just being income drones that you don't care about. We also added many commands that are meant to make many aspects of the game more accessible as well. Scouting an entire area, sending your ship off on an adventure to have your captain report the exciting and ridiculous things that (may or may not) have happened, quick ways to trade, gather or get rid of goods, single-click traveling, factory supply, refining, resupply, etc. that were not as easy to set up before. For the ambush chances, we wanted a system where you'll have to put some thought into your ships and where there's a certain feeling of danger. It was also important to us to add a system where you have a certain control over your ships being attacked or not. The armament of your ship, the area where they're doing their thing, safe mode and escorts all influence the ambush chances. Finally, even if we hadn't added the new command system, we would still have added a system where every 1 - 2 hours one of your stations or mining ships would get attacked, to get that certain feeling of lurking danger. I'd also like to communicate our vision for the game here, since I've seen quite some misconceptions come up again and again. For infinite income: We DO want players to have infinite (or at least low effort) income at some point! How would you ever build stations and actual fleets without that? The thing is that we don't want that infinite income as early in the game as it can be achieved in the old system. So, some passive income in the early game: Yes. Infinite passive income in the early game: No. Considering late game: For infinite trickle-in-money: We designed stations for that exact purpose. For massive amounts of resources: Send out a mining fleet with a Tier III mining captain leading them (they'll be gone for 8h, even if the other captains aren't miners), and a warship that protects them and enjoy the millions of income every half hour 🙂 I'll talk about another point here that has been brought up. People have been mentioning the lower income of the mining operations, as compared to the old commands, and they thought that we nerfed passive income to somehow punish them (I'm not sure why we would ever want to do something like that or what you'd be punished for, exactly?). The actual income of the mining operations was based on observations we made while mining ourselves. We timed our manual mining to get some good numbers for the simulation of the mine command. So that mine command income simulation is actually based on how much a player would approximately mine with that ship that you're sending out, and not based on the AI simulation while you're not in the sector. And that's where one of the issues arose from: There was actually a bug in the simulation which has since been fixed (basically in the no-player-in-the-sector simulation ships were always boosting, always hitting with all turrets, no matter how far they were etc.). AI miners would outperform manual mining by up to 5x (!!) while you're not in the sector. This means some of the (completely risk-free!) tactics we've seen players do in 1.3.8 would basically turn the game into creative mode in just two hours. AI miners would make more resources than a player mining manually. Apart from it being a bug, that feels plain wrong to us. The best way to play would be obviously to send out your mini-mining ship, risk free, for massive income. Every other way is not as valid. That means that there is no meaningful gameplay choice here, which to us is a sign of a game mechanic that's unhealthy for the game. 5. Choosing our Battles We're a tiny team working on Avorion and that means we have to choose our battles. Avorion's got so many playstyles and features where we loved having it in the game and where we're only scratching the surface. This is something that ultimately leads to the game feeling like it's incomplete or still Early Access even. With Avorion 2.0 we want the game to feel better as a whole, more finished. We spent months on the update, improving not only quality of life, but adding so many more important features, missions and other content. We overhauled the entire UI. We want to tie up some of these, let's call them "unfinished loose ends" where things feel unpolished and unfinished. There was a lot to do, and we did all this in a free update, because we think that it will 100% benefit both the game and the current and future community. Keep in mind that we simply can't expand and deepen all the playstyles and mechanics as much as we want. Especially given some of the limitations we're having with the engine. So why not keep it as an option? Because if we do that, we get double the work because we have to maintain two systems, and there is no way we can reasonably do that. There is nothing "lazy" about that, it's us prioritizing what we simply can and cannot achieve. 7. Final Note: Modding We're extremely grateful for the amazing modding community that has assembled around the game. If your playstyle doesn't fit our vision of the game, then there is no harm... no, let me be more explicit: then we want to encourage you to make a mod to fit it to your playstyle. Considering the old commands: We knew that this decision would be controversial and we explicitly removed them in a way that they can be easily readded through a mod. I personally still think that a true sandbox game thrives through its (modding) community. So, are we letting the community do something that would be our job? No. Our job is to fulfill our vision of the game, in a way that is doable for us. And it is our job to make it possible for everyone to enjoy the game the way they want to enjoy it. Which is why a few years ago, we spent months of work making the game as modding friendly as we possibly can. And we're still continuing with that! (We'll get to that Scripting API requests thread very soon, don't worry!) So there you have it! This is the full, transparent and whole truth about the map commands rework. We have to choose our battles, to make sure that we can continue to deliver high quality updates in reasonable amounts of time. I hope you can understand that. Now stop reading the ramblings of a dev and go have fun with Avorion 2.0! 🙂 Sincerely, Konstantin (and the rest of the Boxelware Team)
    4 points
  12. @Furyofthestars hit on everything perfectly. The biggest complaint I see, and one I agree with, is that the new system is just, click button -> Captain "poofs" ship away into magical space and comes back X minutes later -> Repeat. It encourages MORE afk mining when you can just click a button and wait. At least with the old system there was preparation involved - building the ship correctly, scouting the sector, building escort ships for protection. After work is done, the player is rewarded with a steady income. Too easy? Make it more work, like Fury said. Enemies attack the sector and threaten your ships, perhaps in increasing amounts based on threat level / protection level of escort ships. Resource spawn rates could degrade over time... I'm starting to repeat Fury's excellent post, so I'll stop there. Also agree with his point about mods - when updates break it, and they will - we might see our orders need to be redone all across the in-game galaxy, or have to wait for a mod update. At least make it a checkbox option to bring it back so those of us without any friends that play solo can choose which system we use. The number of complaints about this new system in the Steam forums is pretty staggering. For those unaware, the mod that brings back 1.X queued orders/looping is this one. It's currently the most popular non-ship mod on the entire Avorion workshop in the last 3 months, the 3rd most popular in the last 6 months, and the 17th most popular (still on the front page) in the last year. As of this post, Avorion 2.0 beta was released a little over one month ago. Hint hint. Nudge nudge.
    4 points
  13. Lore-wise, "The Event" happened ~200 years ago and nobody outside the barrier knows if anyone's alive inside the barrier--and vice versa. Resistance leaders are shocked (and thrilled) to meet an outside-the-barrier newcomer. Yet: Radar and scanners work just fine through rifts and the barrier, implying communication should function, too (blink green twice if you're alive! OK!) The same factions (with no differences) span inside and outside the barrier, including your reputation with them. They may not have spoken with an outsider for 200 years, but they know about your potato delivery in trinium space and it's much appreciated! Suggestions: Radar and deep scan should not penetrate rifts (exception: Avorion processing core? but that's a tangent) and what's behind a rift should remain mysterious. This could be a directional thing (rift one square "up" blocks you from seeing three squares "up" even if your scanner could traverse around with its range) or just a plain distance limitation. No faction inside the barrier should exist outside the barrier, too. For factions that would have spanned the barrier, the internal portion could be a new faction similar to the outside one but with "Old" in its name, e.g. I could find 'The Followers of Uexip" outside the barrier and "The Old Followers of Uexip" inside, with its own reputation. This opens up the possibility of fun "reunification" sorts of missions at some point, but that's really a tangent) The main gameplay reason for this is that, with 2.0 progression, factions crossing the barrier breaks the intent of knowledge progression. You can effectively skip Ogonite and often even Avorion knowledge just by virtue of having already increased your reputation with a faction outside. Breaking into the barrier should feel like entering a new and hostile environment, not a "welcome back" party from your good friends a few sectors ago.
    4 points
  14. I'd like to see a command added to captained ships and/or cargo shuttles to collect loose items in a sector, whether they are turrets and upgrades, gold and resources, or ores, scrap and other cargo items. They would only be picked up if they match the ship's collection filters. For cargo shuttles, they would only be able to collect as much cargo as they can carry before having to return to the ship, unless a transporter is active. This would give cargo shuttles a use on ships, and provide a more convenient way to pick up stray items that can often end up a long way from anything else in a sector, and sometimes be hard to even see.
    4 points
  15. A tiny little bit off topic, but the appearance of the thrusters could also could use some improvement. Currently they have a bunch of black holes for where the plume comes out, and are smudged around it. Like soot on an exhaust. Ugly. Short request to the dev team: Clean those thrusters up, and if you decide to do the OP's suggestion, apply it to thrusters as well.
    4 points
  16. Currently, the only blocks with Edge counterparts offer little functionality beyond health, mass and volume, this means that designs with large edge or corner blocks suffer from significant "deadweight" blocks. Normally this is countered by removing the large edge pieces for smaller ones with internal blocks inside, such as thrusters to move the additional mass, however this leads to high block counts and lower performance. Edge blocks of things such as Crew Quarters, Cargo Bays, Assemblys etc, would allow for a high-performance block count design that retains functionality in these blocks. Secondly, Edge blocks of additional block types will make outer appearances better, expanding build possibilities. As this image of one of my ships shows, There is an abrupt halt in the "windowed effect" on the side of the vessels bow, thanks to the lack of a crew quarters edge, this is also true on other parts of the vessel with corners present. The above issue also results in that part of the vessel consisting of over 25% the total blockcount, while less then 20% of the mass. I don't personally believe that aesthetic design choices like this would result in an imbalance, especially compared to the "block stacked cube" build, and would allow for better creativity through better enabling non-cuboid shaped designs.
    4 points
  17. A discussion between Azu and I on discord lead to this idea. At the moment fleet warfare feels pretty bad, it's all about who's got the best guns and the most ships. That's it, nothing more, nothing less. The AI for the player doesn't take into account their weapon properties nor the configurations of allied ships around them, they simply fly at a target and shoot till either they are dead or the target is. This eliminates all reason to build specialized crafts for any one purpose, forcing all ships to be built as "all rounders", vastly stagnating and limiting the skill expression and enjoyment of large scale fleet warfare. What we had discussed was a captain system! Captains can be trained to gain additional skills: Personality type (sniper, interceptor, PDC ship, bruiser ect) Rarity Bonuses (decreased shield regent time, better accuracy, lower overheat cooldowns, rate of fire, lower power requirements for ship mods) Penalties (increased power requirements, lower accuracy, lower rate of fire, less mod slots) These captains could be trained at the Military Outpost that's relatively useless as of the time of typing this post giving them a greater purpose in the game. This would either require a player to bring a captain to the Outpost or higher one there and then put it into the training course you would like them to go through. The courses could even be split into tiers to allow players to learn the system without accidentally rolling a legendary game breaking captain. A good chunk on credits wouldn't be unfair for this training as fleet warfare is usually mid-late game and the players would have the credits to spend anyways, Examples: Captain: Adrian Rarity: Rare Class: Interceptor Bonuses: Increased Accuracy by 25%, Weapon Cooldown decreased by 15% Penalty: Rate of Fire decreased by 10% The captain here would shoot slightly slower to increase accuracy while their guns would cool down faster to enable them to pick off smaller targets faster. Captain: Stella Rarity: Exotic Class: Bruiser Bonuses: Decreased shield regen time 15%, Increased shield regen 10%, Shield mods require 10% less power to install permanently Penalty: Increased energy usage shipwide by 15% This captain would be used for a closer ranged heavy bruiser looking to soak alot of damage while other ships do the heavy work. The trade off that should be expressed here is all other systems are taxed by the modifications this captain does to a ship to get the shields to regen as they do. A ship would have to be designed specially to suit this captain and her trade offs. Captain: Darek Rarity: LEGENDARY Class: Carrier Admiral Bonuses: Fighters deal 15% more damage, Fighters gain 10% weapon range, Fighters gain 15% dodge chance, Pilots under the Admiral's command gain levels at twice the normal rate Penalty: Incompatible with Xsotan upgrade "The AI" , Reduced pilot survival rate by 15% This Legendary Captain would be upgraded to his class's equivalent of an "ultimate" Captain seen here as an Admiral. While the bonuses are very nice for a carrier with lots of fighers, one of the draw backs for this Admiral is he won't pilot a ship with "The AI" plugged in and the modifications he has done to his fighters causes them to explode violently on destruction reducing pilot survival rates by 15%. This loss of experienced pilots would be offset by them gaining experience twice as fast as normal pilots
    4 points
  18. Add moving fleets on the map to every faction "wow, hold up! 350 factions, each with fleets! Even NASA couldn't run that!" That is why these 'fleets' are actually just an item that has: Coordinates of which 'cluster' it is in (more on that later) Which faction it belongs to A 'Fleet Power' point system: When a player enters a system with a 'fleet', 'Fleet Power' decides how many and how large the ships are. A fleet of 10 power will have 10 system slots worth of ships. With weights to create a semi-balanced fleet of large and small vessels. So for 10 fleet power, it could be three 2-slot ships and one 4-slot ship (10 total). The next step is to add 'Clusters': Effectively getting the whole map and dividing it into 'clusters'. Each cluster would have a 'Defensive Power' and a 'Cluster Capital' (a system that spawns with shipyards, HQs, repair docks...). Each cluster also spawns a fleet. Every so often fleets are ordered to: Merge with another cluster's offensive fleet (if that cluster has no enemy clusters bordering it, a cluster fleet cannot merge if there are no enemy clusters near neighbouring allied/own clusters) or attack a nearby enemy cluster system-capital. When this happens, add up the attacking fleets power and pit it against the clusters defensive power and fleet power (if it has a fleet). Then add a splice of RNG and have it slowly reduce each others power over the course of an hour or so. (This way, players could arrive at the System-capital and assist either side) Should the attacking fleet succeed, the Clusters capital becomes theirs and over the next hour, that cluster will convert to the victor's faction. Faction balancing: You may be thinking, "So, what? One faction gets the upper hand and starts gobbling the whole galaxy?" That is where 'Cluster Caps' come in, all factions have a cluster cap, if they are over this cluster cap, their offensive fleets get weaker by a flat %. This % increases slowly to a max % the more clusters they own, this is so a massive faction doesn't suddenly receive 99% smaller fleets for being 1 cluster over their max. If they are under this cap, the fleet size is unaffected (to ensure a faction with only 1 cluster will remain very weak unless the players ally them and ask them to attack a cluster, and helps them manually (more on that later)). Fleet power and defensive power are calculated by these factors: Distance from cores, player presence (if a player has several trading/shipyards... stations in a system and has positive relations with the faction present, that cluster gains a buff), faction perks (aggressive factions would have stronger offensive fleets) and nearby pirate clusters (more on them later). Player influence: Players can influence a clusters defensive and offensive strengths by: Positive: Trading Attacking pirates or aliens Building stations (more impact if in an alliance with the faction) Negative (most effective in cluster capital-systems): Raiding systems Destroying stations Smuggling Engaging fleet ships Alliance Options: When you are in an alliance with a faction, you can ask them to attack another cluster. This will bring up a menu where you can 'donate' resources to ~~bribe them to~~ attack a nearby cluster with their fleet. This cost is decided by: Relations with the target faction and their perks. An aggressive faction would be far cheaper to ~~bribe~~ get help from. Additionally, when you destroy a clusters fleet and all stations in its system capital, you get the option to claim the capital for yourself. You can then gift it to a nearby faction for money and relations. If you do not do something with the system, it will be turned into a pirate-capital after you leave the cluster and some time passes (more on that later). This could (but unlikely) be expanded to allow the player to create their own faction. A buy option costing multiple millions after taking a system-capital. You then get a menu where you name your faction, choose its color, and its ship/station designs. This could simply be a 'this design can spawn as a ship yes/no' or a 'this design can spawn as a ship yes/no and can only be between X slots and Y slots' to allow players to design certain ships that only spawn at certain sizes (with sizes that have no designs spawning randomly generated ships/stations). Pirates and You: Empty clusters will each have a pirate-capital somewhere within them. These do very little on the grand scale and factions will not attack them. All they do is: Reduce defensive and offensive fleet powers of nearby faction clusters. Spawn fleets that only target players if they are nearby. The closer to a pirate-capital the player is, the stronger the fleet. Fleet strength is also decided by distance to the core and the amount of nearby pirate-clusters owned by the same pirate faction. Event frequency judges the spawn rate of new pirate fleets. If you destroy a pirate-capital ships and stations, a new pirate-capital will generate in that cluster after a certain amount of time unless you claim it (or gift it). This means clearing out pirate bases can, potentially with claiming, almost completely delete pirates from the galaxy (events will have a small % of spawning pirates regardless of distance to pirate-capitals). Enemy Factions and You: If you enter an enemy cluster and begin attacking ships/stations. 'Fleet Power' ships will begin spawning to attack you. The amount of 'Fleet Power' donated to attack you is based on: How many slots total your combined forces have in that system, some RNG and your relations with the faction (the more hated, the more ships sent to attack you). The max amount of ships that can be deployed to attack you is: Total slots of your forces in a system X 3 (with a config allowing this to be increased). This means raiding a small outpost in a cluster to then start attracting and killing the clusters offensive fleet could be a strategy to weaken the amount of ships in the clusters system-capital (where fleets stay when not on a mission). If a fleet is below a % of strength, they will not send any more ships and become inactive until they regain most of their % back. If you are in an enemy cluster and you are near an allied cluster, allied offensive ships may spawn to assist you. This is based mostly on their perks. Other ship limits from above apply (max ships for example).
    3 points
  19. DLC: Into The Rift In this hardcore add-on you'll explore the mysterious and dangerous Rift dimension. Thanks to new technology, it is now possible to send smaller amounts of mass (i.e. a few ships) into the Rifts. Scientists are now intensively researching these Rifts - and they need your help. Travel into the Rifts and uncover their secrets. Face their dangers, complete research expeditions, and earn powerful new rewards. Into The Rift You can now find Rift Research Centers close to rifts, which will give you specific Rift Missions Prepare your ship accordingly to master the dangerous new environments and uncover the secrets surrounding the origins of the Rifts Complete Rift Expeditions for the Rift Research Center, and receive new, powerful hybrid subsystems in return - or simply keep everything you find in the Rifts Discover a new dimension unlike anything you've seen before in the galaxy Remember, the deeper you venture into the Rifts, the more lucrative and dangerous they become Explore the Secrets of the Rifts Collect research data and sell it, or trade it for new powerful subsystems Mine new, higher-yielding Rift rocks and refine them for huge returns Explore wrecks untouched for centuries and find lost treasures New Story Campaign Meet new characters and work with them to explore the secrets of the Rifts and finally end the war against the Xsotan plague. The future of the entire galaxy is at stake! New Captain Classes A Scientist will help you collect valuable research data in Rifts that you can either sell or trade for powerful subsystems A Xsotan Hunter will attract large Xsotan specimens in Rifts that you can take down for epic loot New Dangers & Enemies Master the extremely hostile environment in the Rifts Fight never-before-seen Xsotan, new bosses, and centuries-old defenses - or take advantage of them New Legendary Subsystems Over a dozen new hybrid legendary subsystems for every play style New Legendary Turrets Many new Legendary Turrets that will give you the edge you need to succeed in the Rifts Play with Friends Rifts are unforgiving and dangerous. Be sure to bring a few friends and explore them together to improve your chances of success Full co-op support for Rift missions Gameplay Fighter productions now continue for ships that are sent on commands Cloning and Academy training now continue for ships that are sent on commands New Item: Coop-Reconstruction Kit, that lets you revive another player in the sector (as long as they didn't respawn yet) New Item: Marker Buoy, that can be deployed in a sector to mark places Added more legendary turrets for players to discover Added more parts to the ship & station generator (only affects newly discovered factions) Improved looks of bridges of procedural ships (only affects newly discovered factions) Reworked the Xsotan Swarm Event in the center of the galaxy Event is still global, but the boss will spawn in a single location, if the swarm is being fought in multiple sectors Once the boss spawns there is a notification for all players where it spawned The Wormhole Guardian respawning is no longer dependent on the outcome of the Swarm Event Improved shapes of asteroid fields (only affects newly discovered sectors) Turrets are now restored when repairing ships Force Turrets have been completely overhauled and can now grab objects and hold on to them (only affects new force turrets) Players can now reconstruct alliance ships from anywhere at their Reconstruction Site Added a new Xsotan Loot Aggregator that drops tons of loot Added a new Xsotan short-range enemy that deals lots of damage in close range Added a new Xsotan long-range enemy that always has a high range Xsotan now have different categories with more specific weaponry, depending on distance to center (or rift difficulty) Visuals & SFX Added background visuals for sectors adjacent to rifts Added graphical highlights to mark important objects Added sound effects to many laser FX Ship Building Added an alternate design for Armor Blocks Added 2 alternate designs for normal Hull Blocks Added a new Scaffold block Added a new Vivid Hull block, that has brighter & shinier colors Added a new light block that can be colored Added 3 flashing lights blocks that can be colored, that flash in different intervals Added 3 new blocks with bright stripes Global Paint, Global Paint Reversed, Local Paint Added 3 new blocks with dark stripes Global Paint, Global Paint Reversed, Local Paint Added armored Turret Base blocks Added Rift Stone blocks (creative only) Added Glow Stone blocks (creative only) Object Detector "We changed the way the object detector upgrade works, since we found it completely unusable inside rifts, where you can find tons and tons of interesting objects. The detector is now a ping, which highlights objects for a certain amount of time, and highlights more objects. Additionally, its range was drastically increased, especially for lower rarities. It also no longer highlights objects based on rarity (ie. claimable wreckages could only be found by Exotic or higher rarity Object Detectors), but all detectors highlight all objects." Highlighting of Object Detector is now a ping, no longer a constant highlight Object Detector range has been drastically increased Object Detector now highlights all objects, instead of different objects based on its rarity Object Detector shows a notification when entering a sector, if there are valuable objects to discover AI Factions AI Factions now send a welcoming mail with a short introduction, depending on their traits AI Factions now send a more specific declaration of war that more reflects their state form AI Factions now chatter to player when they feel strongly about something that changed relations, for improved immersion and to give feedback on what they strongly like/dislike AI Factions now have more distinct traits that correspond more to their state form (only affects new AI factions) UI Remade the looks of the Main Menu Added QoL option to mark all items below/above a certain rarity as trash Added QoL option to sort all mission-related items in inventory to the top Reasearch Station: Added a QoL option to auto-research trash Added an exclamation mark to mission-related items Added Hotkeys for top-right actions like "Exit to Drone", "Trading Window", etc. that can be configured in Controls Window Improved the Hangar Production UI to more transparently show queued productions and invested resources Reports of missing turrets or fighters now include the name of the ship Added a Death Screen with options to either respawn at last Repair Dock or Reconstruction Site Added a "Burst DPS" Stat to tooltips of turrets that can overheat "Burst DPS" is short-term DPS (damage x fire rate) "DPS" is (and always has been) long-term DPS, which takes overheating and cooling into account HP Bars now flash when taking damage Building UI is now disabled in situations where you can't build anyway Several more Galaxy Map settings are now saved Balancing Turret Factory: Fixed several issues with stats scaling in Turret Factory: Added a button to "reroll" turret seed Repairing at Repair Docks at Reconstruction Site is now free Towing ships at Reconstruction Site is now free Reduced founding costs of all stations by ~20% Stations now require a minimum population of 30 crew members + housing to function These crewmen only have to be on board, they don't need to be part of the required crew Stations that don't fulfill the requirements are retrofitted automatically on first load of a savegame with a quarters block and required vanilla crewmen Stations receive 30 crewmen and a housing block (if necessary) for free when founding them Dev Note: "We found it very immersion breaking that so-called microstations function just as well as a big station. If you built your station just slightly bigger than a miniature ship, this change won't affect you at all. Also, all stations will be retrofitted on first load of a savegame, so you won't have to go and fix all your stations, the game will do that automatically for you." Electric Damage now deals x2 damage when it hits a glowing block (Generator, Engine, Shield Generator, Battery, etc.) Bugfixes Fixed an issue in Turret Factory where transporting it to another sector would change its blueprints If you used this, you might be happy about the button to reroll seeds Fixed an issue where turret designs were deleted when a ship was damaged Fixed an issue where yields of ships that were deleted or transferred to an alliance couldn't be collected Fixed an issue where ships with only non-functional blocks couldn't be scaled up Fixed an issue where a selected entry in the Steam server browser Fixed an issue where rotating a directional thruster didn't change its particle animation Fixed an issue where escorting ships didn't follow a player through gates Fixed an issue where "Don't show this again" checkbox for turret bases wasn't remembered over a game restart Fixed an issue where blueprints could create negative costs when creating fighters Fixed an issue where scaling down a design in Saved Designs window could create negative costs Fixed an issue where ship could jump to another sector if galaxy map was open during loading screen Fixed an issue where canceled trades between players left UI errors Fixed an issue where undocking via Autopilot caused rubberbanding while station menu was open Fixed an issue where jump chains could be canceled if Galaxy Map was open during loading screen Fixed an issue where valid designs were greyed out in Saved Designs window Fixed an issue where some Xsotan enemies could drop Avorion Scrap Metal Fixed several issues with the Procure Command Fixed an issue where Supply Command combo boxes were reset while open when players own many stations Fixed an issue where "Transfer Vessel" wouldn't fail when the client was destroyed Fixed an exploit where Ships could mine/salvage without a captain Fixed several issues where players could get stuck during the tutorial Fixed an issue where crew could be transferred to a fighter Fixed an issue in Bounty Hunt Mission where target could turn friendly Fixed some issues with visuals in the inventory menu Fixed an issue where ancient gates had shuttle traffic Fixed an issue where hyperspace marker wouldn't disappear when jumping into another sector Fixed an issue where hyperspace jump calculation sometimes wouldn't start if another calculation was already going Fixed an issue where automatic turrets could fire even if set to disabled Fixed an issue where enabled/disabled state of automatic turrets wasn't remembered over a game restart Fixed an issue where boarded ships kept old AI behaviors & buffs Fixed an issue where connecting with custom ports didn't work in "Connect via IP" Fixed an issue where ships could lose their class for a short time after returning from a command Fixed several performance issues when starting fighters Fixed an issue where sectors that were scouted with alliance ships weren't properly displayed Fixed several issues with wrong captain descriptions Fixed an issue where salvage command UI would show a yield of partial subsystems Fixed an issue where the "Free Slaves" mission could fail too quickly Fixed an exploit with Resource Depots Fixed an issue where mission log in "Hide Evidence" wasn't updated correctly Fixed an issue where Fidget didn't get stunned properly by electric damage Fixed an issue where IHDTX remained invincible when an asteroid was destroyed only by the player Fixed several crashes
    3 points
  20. It would be really nice to see the cargo percentage total on the fleet screen - possibly as photoshop'd in the image below:
    3 points
  21. There's "Build Mode" but it requires an active ship. "Design Mode" allows a "virtual design of a ship" in game without the use of resources or limitations, and is ENTIRELY client based. No communicating with servers---just the local machine. Once the design is saved, it can be loaded server side. Design mode would be a resource independent, client-only (regardless of whether you are on a server), no-ship-required This would allow a fix for things like: Having to log off a server to design in single player like a Neanderthal because of server communication time "You do not have enough slots" "You do not have access to that building material" Honestly don't care if I don't have access to that material---I need to get into the ship so that I can fix what's missing/in place so that I CAN build it---without having to log off and go to single player to do it.
    3 points
  22. The beta branch recently got a new potential key binding for "target self" (the MMO F1). I love having that and now I'm reminded there's at least one more that would be very helpful! I almost never want to actively select and target a torpedo or fighter. With the rare exception of occasional use of seeker weapons for extra PDC coverage, I trust defensive fire to do the right thing (and I'd be pretty useless doing it myself with dumbfire, anyway). That makes "target nearest enemy" a big source of frustration sometimes, especially in pirate sectors that generate near-constant incoming torpedoes. My ability to hotkey to a target is effectively denial-of-serviced and I find myself forced to resort to searching around with the mouse (meaning no aiming in the interim) and/or going to strategy view (in the middle of the fight!) looking for my next real target. So the suggestion(s): I'd be perfectly fine with removing torpedo/fighter selection from the 'r' keybinding, but I suspect that's not universal and some people get more value out of it than I do. To that effect, one or both of these as new eligible key bindings would be fantastic: Target nearest enemy ship (not torpedo/fighter) Target *next* enemy ship (not torpedo/fighter, could follow along the strategy view list of red names)
    3 points
  23. Gameplay "Autopilot can now boost more, and NPC ships boost less! This should make combat feel a lot better." Autopilot can now use boost Expedition now yields a Daredevil, not an Explorer on level up Added a safety conversation line for Swoks when picking "I'll pay", to confirm that player actually wants to pay Balancing "Adjusted fighters and the upgrades necessary for them some more to make them more viable for a specialized ship style. We also took a long look at the Expedition and made some very much needed improvements." Increased damage of (new) fighters by 33% Fighter production time reduced for all materials lower than Avorion, depending on their tier (lower material: less time) Legendary Hydra fighter upgrade now gives +4 slots Uncommon+ Hydra fighter upgrades now give a boost to production speed Improved boosts at Travel Hub, reduced costs Fighters now boost until they are in weapon range Reduced prices of fighter production Relaxed the amount of damage to prevent a ship from going on operations to 5% of ship's value missing in blocks Super-rich hidden asteroids are now in every 5th from every 4th Relation gain for repairing for money at repair docks is now similar to shipyard Relation gain of all bulletin board missions increased Resource yields from expedition now have a more random variation instead of a fixed value Resource yields from expedition now scale with distance to center of the galaxy Reduced amount of items yielded by salvage command Shuttles can now transport up to +400% more volume between factories per flight (ie. 5x as much) Xsotan Artifact II now gives +6 auto turret slots Xsotan Artifact III now gives +6 auto turret slots Xsotan Artifact IV now gives +6 auto turret slots Xsotan Artifact VII now gives +7 Hyperspace Range (up from 5) Increased base time for trade command by 2 minutes Reduced too massive boosting of AI ships UI "Clarity improvements and overall polish to the UI, enjoy!" Improved visuals of strategy mode plane Ships unable to escort/support show up in escort list now, with tooltips why they can't help Improved UI of expedition operation to show how much can be earned with the operation Renamed "Crew Shuttles" to "Boarding Shuttles" Added entries about captains to encyclopedia Added an icon to bulletin board to quickly identify a mission Improved usability of galaxy map tag icon Added error message in captain assessment of supply operation to point out that no route was found Adjusted some strings in tutorial to ensure they always fit on-screen Added description line with instruction to read mail in pirate raid mission Bugfixes "As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)" Fixed a crash in fighter factory Fixed several crashes in bounty hunt mission [UBR] Fixed a crash when dragging a blueprint out of a squad [UBR] Fixed an issue where players could get the Titanium knowledge mail while tutorial was active [UBR] Fixed a visual issue with the icons of sectors uncovered by the scout operation [UBR] Fixed an issue where fighters just disappeared when starting [UBR] Fixed an issue where fighter icons in squad UI were empty [UBR] Fixed an issue where switching to alliance ships over the map wasn't possible [UBR] Fixed an issue where expedition operation could yield too advanced ores and scrap metal [UBR] Fixed several issues with fighters being transferred between ships [UBR] Fixed several issues with tooltips on the galaxy map [UBR] Fixed wrong english string in supply operation [UBR] Fixed an issue when loading key bindings that used Ctrl, Shift or other modifier keys You might have to reset controls or reassign the controls for them to work again Fixed some issues where AI-controlled ships didn't calculate their braking distance properly [UBR] Fixed an issue where reconstruction kits didn't rename when the ship was renamed [UBR] Fixed an issue where some missions didn't continue when switching into ship when it's in the sector where the mission happens [UBR] Fixed an issue where the Coop Flying tab wasn't shown [UBR] Fixed an issue where turret orders weren't saved and restored properly when a ship went into background simulation and returned [UBR] Fixed a crash in mining / salvaging AI when selected target has no resources to mine/salvage [UBR] Fixed an issue where heal rates of fighters in fighter factory were too high Fixed some issues with autopilot and order chains [UBR] Fixed an issue where lower building knowledge wasn't dropped if the player had higher knowledge in their inventory [UBR] Jump Range boost is now only depleted on actual hyperspace jump, not just changing sectors Fixed pirate title not being translated in dialogs [UBR] Fixed an issue where the trading operation could generate goods that were not paid for [UBR] Fixed swoks and his goons having a personal feud with literally anything neutral [UBR] Fixed an issue where esort ship weapons sometimes dealt no damage [UBR] Fixed an issue where payday of a crew was reset when sent on an operation [UBR] Fixed an exploit where crew payday was reset when crew of the ship was empty [UBR] Fixed an issue where projectiles didn't properly collide with objects very close to the turret [UBR] Fixed an issue where cursor had the wrong icon on the galaxy map when selecting a ship on an operation [UBR] Fixed an issue where ships on trading operation had a 50% lower chance of being attacked when only a single flight was necessary [UBR] Fixed an issue where ships could hang when destination sector was suddenly out of reach Fixed several issues with translation [UBR] Fixed an issue where the sector didn't have the correct name on the galaxy map after renaming it [UBR] Fixed an issue where gates to a sector didn't have the correct name after renaming it [UBR] Fixed an issue where ships were using the wrong turrets for some jobs [UBR] Fixed several issues where auto pilot would get stuck while salvaging or mining [UBR] Fixed a bug where installing an upgrade into the next system slot (which was blocked due to building knowledge) would destroy the upgrade Fixed a crash in scavenger highlighting when highlighting wreckages with no resources but cargo [UBR] Renaming beacon now has the faction of the ship from which it is spawned [UBR] Fixed an issue where perma destruction and precise AI aim weren't reset after going back down from harder difficulties [UBR] Fixed an issue where autopilot tried to stop the ship while interacting/building
    3 points
  24. Hey everyone! These are the patchnotes for the first patch of Update 2.0! Due to popular request, we're going back to posting more extensive patchnotes with this one. And as always, we would love for you to check out the changes yourself and if you do find an issue please report it using our in-game bug report tool! So without further ado, here they are: Gameplay "We made many improvements to ships deployed on operations: They can now show up in the area they're deployed in. But be warned, captains don't like being monitored at work. We also improved some clarity about size limits, processing power and other potential misconceptions about these mechanics." Ships with captains now show up from time to time in the area they were deployed in Renamed "Smart Blocks" to "Functional Blocks" Rephrased several messages to improve clarity about functional blocks and processing power Added a new section to the tutorial to explain processing power Adjusted naming of Building Knowledge Pirate shipyards now also drop building knowledge Building knowledge can now be bought by alliances, too Building knowledge now drops for all players in the sector, regardless of them hitting the enemy that drops the item Harvest and Repair AI now only use the best possible turrets and search for a new target or terminate if none are available. This means a ship equipped with Iron and Titanium Mining Lasers will use only the Titanium ones on Naonite asteroids. Harvest and Repair AI additionally no longer reorder a ship's weapon groups Tier 0 captains now gain a class determined by their last fulfilled operation once they reach level 5 When ambushed, a ship tries to fight pirates if it has weapons (not just the escorts) When ambushed, a ship's hyperspace engine is exhausted Large, empty Iron & Naonite asteroids now have the shape of Titanium asteroids to make them distinguishable from claimables Added an alternate version of the hyperspace upgrade that is high reach, high cooldown This is basically the hyperspace system from pre 2.0 as an option, but boosting to reduce cooldown is still possible Tutorial now starts with the same player resources regardless of difficulty level Additional resources are then given to players after completing the tutorial Fighters "We said this before: 3 fighters should about equal one turret. The thing is that, contrary to turrets, you can lose fighters while deployed. Our goal with fighters is that we want carriers to be a viable playstyle, that can be powerful but requires specialization of the ship of more than just a few hangar blocks. We spent some more time on fighters and we think we're now at a point where we reached that goal." Increased durability of fighters Durability now scales with tech level and used material Increased boosting powers of fighters to +500% (from +200%) Rebalanced costs of fighters to match the "3 fighters = 1 turret" design philosophy Reduced fighter production costs to material costs equal to 10% of their credits costs A ¢100.000 Xanion fighter now costs 10.000 Xanion to produce on the ship Fighter production time is now 50% linked to their tech level and 50% to their durability Fighter production time is now always at most 1h Fighter production time now can be reduced by at max 90% Fighter production time reduction is now 1min per 1000 production capacity on the craft Fighters now always take at least 30s to produce, down from 60s Increased amount of fighters available at stations General Balancing "We want the general early game to be more fun and less grindy, and for that we're making it easier to gain resources through other ways than mining. Apart from that, we've made some general adjustments to improve overall gameplay quality." Increased amount of resources available at Resource Depots Reduced cost of resources at Resource Depots Increased profit when selling resources at Resource Depots Reduced amount of necessary reputation for buying Building Knowledge to 65.000 Titanium Building Knowledge now gives 5 Slots Increased likelihood of finding captains from every 4th station to every 3rd Increased likelihood of finding tier 1 or 2 captains at stations Decreased base salary of captains by 5000 Increased reach of higher-tier hyperspace upgrades Increased time to flee of pirates to 6.5 seconds from 5 seconds Reduced price for sector renaming beacon Increased amount of very rich hidden ore asteroids to every 4th, from every 8th Sped up trade frequency via shuttles between factories by 40% Decreased influence of pirates and Xsotan on hazard zone trigger when destroying freighters by 75% Reduced max velocity of NPC ships closer to the galaxy center Improved influence of positive perks of captains on operations Captains can't have more negative than positive perks anymore Most missions now additionally give resources as reward Bounty Hunt missions now improve relations to commissioning factions Mining & Salvage Operation "We added some clarity about the mining and salvaging operations, how they work and how to best fine-tune them for maximum yields. This, plus some QoL additions targeted at larger fleets." Delivery interval is now 15 minutes for durations of 30 minutes or 1h Added an option for immediate delivery Added a new "Area Efficiency" line to show how good/bad the area is Discovered asteroid/wreckage fields now boost area efficiency Implemented mining & salvaging support from escorts Escorts now mine/salvage, too, if they have the equipment for it Increased maximum duration that Miners and Scavengers can be sent on an operation from up to 6h to up to 8h They get a flat +0.5h bonus and each tier now gives +1h (up from 0.5h) Reduced time taken to refine Increased mining yields in outer faction area by 50% Resource asteroid/wreckage setting in Free Play mode now affects Mining & Salvage Operations Mining subsystems now boost mining yields They have the largest effect in areas with few asteroids Other Operations "Some balancing adjustments for the other operations. Also fixed some bugs, which you'll find more down below in the Bugfixes section." Increased area size of Scout operation from 15x15 to 21x21 Scout Operation now reveals estimations about the amount of asteroids and wreckages Scout Operation is now 60% faster per sector Reduced general pirate attack chance in outer faction area Operations related to trading now improve relations to the local faction Increased gains from Expedition to make it more viable in early game Galaxy Map "We improved the general feel of sending your ships away - they shouldn't feel like they're completely gone." Added more buttons for showing/hiding different ships (distinguishes between "on screen" and "on operation") Ships are no longer automatically hidden from the list when sent on an operation Ships now get their area highlighted when going on an operation Added a checkbox to toggle those areas Adjusted some descriptions in map commands for improved clarity Sectors can now additionally be tagged with an icon when adding a note Map orders can now be given to ships piloted by a player UI "Much clarity stuff, and some more quality of life. Using pre-2.0 builds should now be a lot easier." Added arrows that show if a selection can be scrolled further up or down Wormholes selected in Strategy Mode now show their distance Changed colors of symbols indicating enemy strength to make them better distinguishable from one another Adjusted text in subsystems tab to hint towards functional blocks Added a different background for functional blocks Added more loading screen hints about captains, commands, processing power and more Renamed captain's level 0 to level 1 Added the captain icon to captain mission Improved looks of blocks in block icons Added a slider to saved designs window in Build Mode to scale a design 2 slots up or down Adjusted names of orders in orderchain window for improved clarity Added explanation to max ship size slider in Free Play Updated "Build 5 slot ship" milestone in Player Profile to reflect Titanium Building Knowledge now allowing up to 5 slots Captain assessments in operation UI are now colored yellow or orange if they contain warnings Improved autopilot and craft orders interaction window Improved German, French, Russian, Japanese and Chinese localization Bugfixes "We got tons of feedback and bug reports, thanks for all the commitment! As usual, User Bug Reports reported through our in-game bug reporting tool are marked with [UBR] below." [UBR] Fixed a crash in “Eliminating Rivals” mission [UBR] Fixed a crash in “Propaganda Materials” mission [UBR] Fixed a crash in “Display of Strength” mission [UBR] Fixed a crash in “She’s Innocent!” mission [UBR] Fixed a crash in “A Lost Friend” mission [UBR] Fixed a crash in “The Guardian” mission [UBR] Fixed a crash in “Wanted Dead, Not Alive” mission [UBR] Fixed an issue where NPCs that were needed by missions ran away after they were damaged [UBR] Mined ores and scrap are no longer tagged as stolen when picked up by someone else after the reservation timer runs out [UBR] Fixed a crash in Refine AI Command [UBR] Fixed an issue where player-built shipyards sold building knowledge even though the player didn't have it yet [UBR] Fixed an issue where the trade command income scaled infinitely with the used ship's cargo bay [UBR] Fixed an issue where building knowledge didn't unlock on servers that first had it disabled, then enabled [UBR] Fixed an issue where the engine drained too much power after a hyperspace jump [UBR] Fixed an issue where the energy system didn't drain energy for a few seconds when going into drain [UBR] Fixed an issue where torpedoes and other icons weren't displayed properly [UBR] Fixed a bug in asteroid field generation [UBR] Fixed an issue in simplified simulation where ships would always boost and always hit no matter their energy, distance from target or reach of their weapons [UBR] Fixed pirate attack event not finishing properly sometimes when pirates flee Fixed an issue where recalled ships didn't return when a certain script crashed Fixed an issue where max amount of items gained from salvaging could be unlimited Fixed Mining Operation wrongly declaring enemy faction sectors as safe [UBR] Fixed an issue where cooldown of hyperspace engine could go to 0, leading to unexpected issues and crashes [UBR] Fixed an issue where it was possible to jump over rifts [UBR] Fixed an issue where some special characters weren't properly captitalized [UBR] Fixed an issue where normal hull wasn't available in turret design mode Fixed an issue where changes in material weren't reflected in costs of saved designs window [UBR] Fixed an issue where alliance ships couldn't escort other alliance ships [UBR] Fixed some issues in sell/procure commands where they took too long for simple tasks [UBR] Fixed an issue in procure command where attack chance was 60 times too high (whoops) Fixed alliance ships being marked with wrong colors Fixed an issue where the Procurement Contract UI wasn’t reset correctly Fixed Typos [UBR] Fixed a bug where the autopilot would continue its last order after player leaves the ship Fixed a bug where captain tooltips had some lines missing in restock and expedition operations' UI [UBR] Fixed an issue that led to thrusters always firing when 'always turn ship' option was active [UBR] Fixed Saved Designs Window being empty on reopen
    3 points
  25. Please consider making smaller ships (generally) faster and more maneuverable than larger ships. I can't find the thread anymore (Found it. See below at #7, 2nd reply on that thread), but there once existed an old post here on these forums that suggested adjusting speed and maneuverability for ships by up to x2 for the smallest and x0.25 for the largest, scaling in between (I'm not sure if those numbers would work/are the best, but they're a start). These adjustments should be based on mass. Reasoning and effects on gameplay: First of all, there's the realism aspect. Yes, larger ships in reality do have the potential for higher max speeds. However, realistically speaking, they would not be able to maneuver (spin) as fast as smaller ships due to the inertial forces on the structure and crew of the craft. This does technically apply to acceleration/deceleration, too (larger is slower), but I believe this kind of already is a reality in this game, though it may still need further adjustments. Making larger ships slower and more cumbersome vs smaller ships would also give some level of utility and survivability to smaller craft. As current, larger is better in all regards except one: flying through/maneuvering around densely packed areas (ships, stations, and asteroid fields). Course, we have docking, now, so this is also largely mitigated by carrying a smaller ship with you. (Edit: Ok, I guess crew costs, too, but this is mitigated by the fact that your income should be able to support this by that stage of the game.) This would also give Independent Targeting turrets more utility/make them more useful. As current, they really only work well if you park your ship (or purposely design it to nerf its maneuverability), as turret tracking is not good enough to deal with the current high speed whipping around you often end up doing. Combat will more likely get focused in one central area vs spread out over hundreds of kms (think about going back and claiming that loot/wreckage...). It'll also look and feel more natural (vs seeing Mount Everest sized objects dancing around each other) and will be easier to keep track of. If done, top speeds for large ships would have to be nerfed despite realistically being able to achieve high speeds due to densely packed areas (ships, stations, asteroid fields). You could instead have this as a "zone" around objects/from center of sector, but in order for it to not be exploitable/cause grief, it'd have to be dynamic based on your speed, heading, and deceleration rate, which could add all sorts of overhead to game processing. As is, though, the only need for speed anymore would be getting from one side of a sector to another, and with the new docking mechanism, you could carry smaller ships with you to help mitigate this. Alternatively, even, you could lower the max speed of normal engine flight while not implementing these restrictions on boost flight. Boost would still need to have its acceleration decreased and then NPC ships would have to be smarter about its use or not use it all. (Edit) Also if done, weapon ranges may need to see some adjustments to account for larger ships being slower. IE, range scaling for weapon size may need to be increased, possibly even give everything a general increase. (Edit) An old thread with some good points and I feel much of it still applies: (Edit) Great point someone else below made: I'll add more as I think of it or other points are raised from others.
    3 points
  26. We basically had the idea in discord to have small pockets of the map be inaccessible until you defeat a "fortress sector." where the enemies are more numerous and maybe even contain a randomly generated boss or something. Once the sector is cleared, the pocket will become accessible via jumps. inside this small pocket might be an enemy HQ, better drops, a high concentration of claimable asteroids or secret stashes, etc. Things that the player would like. Accessing a fortress sector would be done by a special gate that tells the player it leads to the fortress sector. You cant directly jump into it until its cleared. Afterward the player clears it, the rift/wall around the small pocket would disappear allowing hyperspace jumps in and out of it. Some kind of map marker or color would remain denoting which sectors are a part of the hidden pocket - maybe even just automatically get tagged as "secret space" with map tags.
    3 points
  27. Hey everyone! These are the preliminary patch notes for update 2.0! There is much, much more that has happened and as always the devil is in the details! We're only listing the most important changes here for now. We'd like to encourage you to check out the update yourselves and see for yourselves how things have improved! General Gameplay "So much has happened! It's far too much to list in these notes for now, so we'll only list the biggest changes! We had plenty of balancing changes as well, and we'll keep an eye on things to make sure that things stay smooth!" Added a "Free Play" Scenario Added repair with credits only at Repair Docks Fixed an error in the name-translator of other ships and stations Names of NPC ships & stations should now be more pronounceable Added more diverse civil Ships Added ambient shuttles that populate the sector Added more named weapons Added a secret boss fight Added a new procedural bounty hunting mission Added lights to some containers Added a shortcut to the Exodus story mission Added Towing instead of Reconstruction Tokens Added a device to rename sectors Removed cargo shuttles, factories can now trade amount each other in-sector through the civilian shuttles Added a pirate loot transporter Added a few easter eggs Torpedoes can now drop as loot Added strength indicators for enemies Added a Travel Hub to do longer jumps Made flight AI of ships in combat more reckless and engaging Added several new sound effects for weapon & other loot pickup Improved the introduction mission for the Strategy Mode Improved the introduction mission for Trading Added a mission to track progress of the Xsotan Swarm Event Added some trading goods that can be dropped during R-Mining & R-Salvaging Improved names of turrets and upgrades Added pirate carriers Added tons of cool other stuff Balancing "Just like the other changes, a lot has happened here and we're listing on the most important ones! You should check out the other topics for some balancing changes that were made there." Improved rewards of nearly all missions Reduced number of claimable asteroids, increased their value Upgrades start to drop once they're starting to be useful (ie. no shield-upgrades in Iron & Titanium regions, etc.) Massively increased capacity of battery blocks Added one imbalance to test our community & bug reporters Reduced amount of processing power required for Subsystem Sockets 4 and up UI Redesign "We all know it was necessary, and things look so much better now! We hope you enjoy it just as much as we do!" Improved the looks of the UI You don't know how much I'd love to go on about this, but you should instead just check it out yourselves 🙂 Added several color-blind modes Colorblind people: Please provide feedback if things are clearer now, we'd like to know if there is still stuff to improve! Added a detailed sector overview Added several Galaxy Map improvements Added pinging on the Galaxy Map Added a setting to reveal your position to others Added a toggle between faction & relation colors on the map Added many hints about buttons and controls Improved camera controls in StrategyMode & GalaxyMap Improved UI of craft weaponry Auto-Targeting "No more 50% penalty but full control over which turrets should fire independently!" Removed the 50% damage penalty from automatic turrets Added new kinds of turret slots: Defensive (for PDCs) Auto Slots (for automatic turrets) Turrets can now be configured to be automatically firing Added new subsystems for automatic turrets, updated existing subsystems New Progression "The new progession is meant to challenge you on your way to the center of the galaxy. Players will be required to prove themselves in a new area before they can get their hands on the new building knowledge. But if you don't like that, you can just go for Avorion Classic!" Building blocks now requires Building Knowledge about their material, which you can find over the course of the game Either beat a strong pirate or boss encounter in the respective area, or Achieve good relations with a faction and buy the knowledge at one of their shipyards in the respective area Building Knowledge grants you the ability to build up to a certain material and subsystem socket number (read: Processing Power) Processing Power Made Processing Power of the ship more visual Improved clarity about what Processing Power does and what blocks increase it Added a "Classic Avorion" Scenario, which has full Building Knowledge unlocked from the start Crew Rework "Hiring crew was sometimes a rather tedious task, and the amount of crew necessary for some ships was a little overwhelming. With 2.0, we want to give you the options of either having a more bare-bones crew on the ship or investing in a fully functional crew that will boost your ship's performance to 200%!" Reduced the amount of crew necessary to keep the ship running at basic capacity Only half the crew is necessary now Adjusted salary accordingly Reduced the amount of workforce that is necessary to push a ship's performance to 100% Ship performance of engine and mechanics can now be boosted to up to 200% Boost in velocity is now reflected in velocity display on top of the HUD Ranks are now assigned automatically by your crewmembers Ranks are now among the crew and no longer separate professions Morale decays more quickly once there is an issue on the ship Morale will only start to impact workforce once it arrives at 0% Morale no longer leads to the crew leaving the ship, but instead going on strike Map Commands "More work for your captains - less for you! With the new map commands you can now easily send your ship on a longer mission to collect resources, trade, explore and more!" Changed the map commands to be easier to use and less finnicky Map commands require a captain, who will then take full control of the ship The ship won't be available during that time, unless recalled Added the following new commands: Mine Salvage Travel Sell Procure Trade Supply Expedition Scout Restock Refine Added (sometimes regular) yields that the captains of the ships will send to you Captains "We gave captains more character - and a class. And traits. And levels." Added new kinds of captains with various classes, perks and traits Captains can now level up Captains now give bonuses to the ship, depending on their class Multiple captains can be taken on the ship as passengers Added a new mission that ends with a high-tier captain Fighter Rework "We want the carrier-playstyle to be more of a specialization that's worth it - so we're making things easier but we'll also require you to specialize your ship more to, uh, carrier more." Added grouping of Squads Fighters are now remote controlled, pilots stay on the ship and won't get lost on destruction Fighters can now boost when they start flying longer distances Reduced fighter production costs by 50% Added one new bug for fighters Carriers need subsystems on board for more than 1 squad Added a new subsystem for fighter squads Added a fighter skin that can be applied to an entire squad Performance Improvements Improved rendering performance when fighters are deployed Improved networking performance of the mothership Autopilot "Every ship now has an autopilot that will take over when you give it an order, especially when you're sitting in it." Ships can now always be controlled as long as they're in the same sector as you Ships won't require a captain for basic commands any longer When commanding your own ship the Autopilot of the ship kicks in Central/Outer Faction Area "To give the factions on the map more feeling of actual civilizations, they'll now have a central and outer region in their area. More commerce in the inner regions, more outlawnessness (is that a word?) in the outer regions." Added a differentiation between inner and outer faction areas Inner Faction Area Secure, many factories, densely populated, lots of commerce and trade Outer Faction Area Less secure, more empty sectors with resources, less populated, somewhat more dangerous, less activity Improved characteristics of factions, depending on the faction Tutorial & Encyclopedia Improvements "We brought the tutorial more up to date and made it easier for new players to start out in this complex game." Streamlined Tutorial and brought it more up-to-date Improved integration of Encyclopedia into first few hours of the game Added many new Encyclopedia articles Player Profile "You can now keep track of your achieved milestones and possibilities of what's to come in the Player Profile!" Added a player profile to keep track of your progress Milestones in player profile show what you've achieved and what things are still to come Hyperspace Improvements "You know a feature isn't really top-quality when people Alt-Tab out of your game to do something else while waiting for hyperspace cooldown. So we made Hyperspace Travel more engaging and fun, and most importantly: Less annoying!" Hyperspace calculations can now be done over multiple jumps without reopening the galaxy map Hyperspace jumps require you to charge the jump drive before jumping, instead of after jumping This prevents players getting stuck without being aware that something like that could even happen Hyperspace jump cooldown is now max. 60s for all ships Reduced hyperspace jump range boosts through upgrades and blocks Hyperspace jump cooldown can be reduced by boosting towards the next jump point Miscellaneous "Hooray if you made it all the way down here! As a reward, have a few more things that were impactful enough to be worth mentioning in this wall of text." Added changing of root block Added a key to save designs from main menu Added a filter to saved designs window to filter by "Can I build this right now" Added a free camera in build mode Bugfixes "We actually fixed way, way more bugs than those, but those were the most important ones. So we're listing them here to shame them." Fixed an issue where multiple blocks could exist in the same space, leading to highly exploitable ship designs Fixed an issue where all factions of the map would be kept in memory all the time Fixed several issues with AI just turning, but not flying Fixed an issue where Swoks would not attack when shot at Fixed several issues where named weapons were a little underwhelming Fixed an issue where weapon hits would be desynced between client & server Fixed an issue with the Avorion window icon Fixed an issue with wrong proportion of factory storage Fixed an issue with factory production display Fixed an issue when ships won't fit through wormholes/gates Fixed an issue where ship wasn't properly deleted when deleting all blocks Fixed an issue where some ships couldn't be commanded after restoring a backup Fixed an issue where mod window didn't scale properly with UI scaling enabled Fixed some issues with target reticles not being drawn properly once too far away Fixed many more bugs that we might list here at a later time. Probably not, though, because who reads this stuff anyway? Fixed several UI issues
    3 points
  28. Changes 21-07-30 Fixed an issue with the building knowledge mission being added too often Fixed several issues with the Bounty Hunt mission Fixed an issue in Refine AI Changes 21-07-29 Added a tooltip to why ambient shuttles might be grayed out Added a display for current crew in crew hiring UI Players now get Titanium knowledge via mail on all difficulties Added a config option to enable the ship always turning Added tooltips to miner/scavenger captains for more clarity of Mine/Salvage operation duration boost Added more guidance for how to get Building Knowledge Fixed an issue where sliders weren't updating properly when moved by mouse wheel Fixed broken rendering of glow while UI scaling is enabled Improved German Translation Fixed several issues in missions and other scripts (Pirate Raid Mission, Pirate Encounters, Search And Rescue and more)
    3 points
  29. The current ship destruction and reconstruction option, while convenient, misses an opportunity for more immersive play and additional faction quests. The proposed would be a significant overhaul to reconstruction tokens and the consequences for losing a ship. When a player ship is destroyed, a certain amount of its crew, cargo, upgrades, and turrets are spawned as collectible items in a random, empty sector within 2 sectors where the player ship was destroyed. The number of crew and items recovered is determined by the game difficulty. This simulates the crew abandoning ship and escaping in drone sized escape pods. The sector shows up on the player map as a green blip with an exclamation mark that identifies it as a distress signal. When the player visits the distress sector with their lost crew and items, they will find everything floating in space for collection not far from where they exited hyperspace. The player is incentivized to have ships with spare crew and cargo capacity for these recovery missions. Additionally, if a flight recorder block was on the ship when it was destroyed, the player can repair the derelict hull as if it were an abandoned wreck. Ships recovered in this way become playable at 10% HP and immediately go through a hyperspace cool down and shield regeneration cycle. All the blocks lost during the event that destroyed the vessel are still missing, but can be restored with a "repair missing blocks only" command in the build menu. The derelict will also be bereft of crew, meaning the player will have to quickly add mechanics or suffer the eventual hull HP depletion from having an insufficient crew. Alternatively a player can pay a repair dock for a salvage operation. This replaces the current reconstruction token system, and the player pays a fee proportional to the number of crew and items for the operation. The salvage operation takes 1 minute of real time and ends with the previously destroyed ship dropping out of hyperspace in the sector with the hired repair dock. The salvaged ship is fully restored with whatever number of crew and items are recovered at that difficulty level. Distress signal sectors may now contain similar loot piles in addition to the standard distress signal sector encounters. This simulates the player coming upon and rescuing the life pods of a recently destroyed ship. Repair docks may also give quests to perform the whole salvage cycle for a faction ship. To complete the mission, the player jumps to a sector to find an abandoned wreck. The mission reward is proportional to how well crewed and armed the ship is by the time the player returns it to the repair dock, with the monetary reward equal to the total cost of the crew, ship, turrets, and upgrades on the recovered wreck when the ship is turned in. The mission will also award a turret or an upgrade of 1 tier rarity greater than what was equipped on the ship when completed. This is a lucrative way to earn credits, while also a new way to potentially exchange an unwanted upgrade or turret for something better.
    3 points
  30. a bridge block so you can easily choose camera position and maybe in the future a first person perspective from inside the bridge. were you can see people working at workstations and radars, scanners, status displays, switches, dials and the whole nine yards
    3 points
  31. Currently, every faction (in their 'Traits' window) has a different response to piracy of any ship in the galaxy. This can range from really harmful to your reputation (Peaceful/Lawful trait), or not so harmful. But it's never unharmful entirely. In our history, whenever a war between nations (after the American Revolution, I think) has had a naval aspect, pirates have been able to partake in country-sponsored piracy. This is known as 'privateering' - they obtain a license from one country to legally pirate the others' ships. It's still illegal in the eyes of the one getting pirated, of course, but it's far more above-the-board than standard piracy. I propose that under the following conditions: Two AI factions are at war A player has a reputation of 'Good' or better with one or the other factions The player can then obtain a 'Privateering License' from the Military Outpost of either of the factions, for around 10,000 - 15,000 credits. I personally would either have it never expire, or function under the system below. Once they have obtained this License, they can engage in sponsored piracy. Essentially how I envision privateering would work is that when coming upon any cargo-carrying ships or stations of the faction you and the allied faction are at war with, you can demand their cargo without any reputation loss with any allied AI faction and very minor reputation loss with any other faction. You can then carry this cargo safely through the territory of whichever faction you got the license from, and sell them to any of the same faction's ships or stations. If implemented, this would be a way for law-abiding players like myself to experience piracy without going rogue. Somehow, I feel like this would make regular piracy obsolete. What do you think?
    3 points
  32. Everytime I have to wait minutes for that last stupid Fighter to dock something in me dies. Most ships who use Fighters have Transporter upgrades anyway, just let Fighters teleport into the mothership. The current docking is horrendous. If you are by any means concerned about balancing, cause you may think a player should be punished for attacking an anti fighter enemy and shouldnt instantly be able to fix their mistake give it a timer, still better than to not even know when the last asshat is gonna find his way. Or give is a button to execute that Idiot who should have his pilot license revoked and let that raise moral on the ship. last part is a joke...kinda
    3 points
  33. Currently, the top speed of a ship depends only on the size if its engines, it does not matter how big and heavy it is. This leads to big ships reaching ridiculous speeds. I suggest to limit that behavior by making the top speed dependent on how much N(ewton) of thrust the ship has relative to its mass in kg. A simple formula that always lets a ship limp home on a tiny thruster would be Vmax = 75m/s + (constant factor) * thrust / mass Then every ship would get 75 m/s as base velocity plus an additional velocity on top that depends on engine size and mass. If it is desired that big ships are faster but not as crazy fast as now, the formula could be something like Vmax = 75m/s + (constant factor) * thrust / (function that slowly grows with more mass)
    3 points
  34. Problem, Salvaging and mining fighters are now acting like they are fighting the salvage or asteroid. (Haven't use repair fighter yet, assumed the same problem). They seems to make a bomb run fly towards the target with boost on, and when within X KM, retreact. dea: In the fighter factory when building fighter, have an additional option of attack pattern. A 'Worker" pattern where the fighter stay stationary a few KM away from the target. A ""Gunship" pattern where the fighter strafe sideways around the target. rgds ^ผลบอลเมื่อคืน^
    3 points
  35. In my experience, I have also run into this problem of advancing from startup quadrant where you start with excellent reputation into areas of the 3rd and 4th quadrant towards core and realizing I need captains and running into Reputation issue. Now, I always remember to purchase a couple before leaving the friendly Rep area where I start. That will solve that issue. But you will need to plan ahead and decide where you will be going and need to raise your rep with a new faction. I think the Reputation aspect of the game is a very important core feature - you could not have a functional universe without it - to decide who is at war and who is friendly and gets access to the best turrets etc.. And if you do not already know, the "Free Slaves" mission randomly given by stations in their bulletin will allow you to basically purchase 15000 rep for around 200,000+ credits by paying off the pirates for the slaves. Doing that a couple times gives a big boost to Rep. Selling ores/ items to a faction also gives a big boost. Hope that helps.
    3 points
  36. Hello! There is news on Steam and in the Discord server which hasn't been posted here yet. Read and watch a video about the upcoming DLC and update from here: https://steamcommunity.com/games/445220/announcements/detail/2845666883511849473 This was talked about in the recent streams on Twitch, as far as I'm aware.
    3 points
  37. Add the parameter for onShotHit to return the turret that shot the bullet/beam with this i could get information about the turret and open up a whole ton of doors for cooler weapons. Currently the callback only returns the two ships in question and where the shot hit, surely the game keeps track of which turret also shot the bullet. I requested this during the play with the devs event but haven't seen much for news on it, so I'm making a suggestion here.
    3 points
  38. Now that you've managed to make combat fighters unusable, reduce their crafting time and resource costs.. In all the years that i've been with avorion, even back when the fighters did not have dodges, they were always usable, in some form. It was possible. I've never complained about their fragility and costs, because it was always possible to utilize them in battle in some way. They could survive if used right. Now though, with the fact that PDC is a dime a dozen on enemies, and enemy speeds makes it so even ranged fighters are put into PDC fire before long, along with 2 hours of crafting + 1.3mil resources being wiped out in 10 seconds from a single anti-fighter flak cannon, there is no longer a justification for these costs. Fighters now officially die faster and easier than they ever have in the past. They are useless, a waste of time and resources to build, and an infuriating resource drain. I have always loved carriers/fighters, and now they only thing they care useful for is mining/salvaging.. What a tragedy.
    3 points
  39. Possible workaround: If you have an AMD card and your driver version is 23.12.1 and Avorion crashes when trying to enter a galaxy please try this: - search the Internet for "AMD {your GPU} previous drivers", for example "AMD RX 6700 XT previous drivers" - you should get a search result from the official AMD website (for example: Previous Drivers for RX 6700 XT) - Download driver version 23.11.1 - Install it - Reboot - Try again if you can start Avorion and enter a single or multiplayer galaxy - Please report back here if this works for you or not, with the exact model name of your GPU.
    2 points
  40. Good Afternoon, I would like to put forth the suggestion of a new corner block. Currently, nearly any shape desired can be created with the wonderful palette of blocks, edges, corners, and twisted corners. The only exception to this is when a slope is being constructed in an oblique manner as can be seen in the attached picture. As it stands, there is currently no method with the provided blocks to fill in the empty spaces. The proposed block would solve the issue of the gaps and provide the community with the last corner piece required to fully unleash their creativity! SketchFab 3D View - https://skfb.ly/6TwAN
    2 points
  41. That's not entirely true though. Unlike too many other games, Avorion mods come with their source code, in fact they are their own source code. So if a mod creator loses interest, somebody else can always take up from where they left. PS.: Just as another data point, when I play with mods enabled, I usually have way more than just twenty, and I don't have any issues with stability because of them.
    2 points
  42. It would've been cool if they were incorporated into the post-XWG convoy. "Returning to the homes of our ancestors" or something. Maybe something for the sequel, where we discover the Adventurer was the true villain all along.
    2 points
  43. I really wish I could give orders to my own ship. I want to tell my ship to jump 3 places and then go into management mode and tell my other ships and properties to do things. Simply make it so a specific input (maybe forward/backwards?) cancels any commands issued to your own ship. also: sorry about creating another thread for this. The problem with the suggestions/idea voting here is that people put in many suggestions into one thread and then because they ask for so much stuff the suggestions aren't broken out meaningfully. There are many, many different suggestions here that incorporate this one idea, but I didn't see one that just has this idea.
    2 points
  44. So i want to suggest this regarding playing with mods: So currently the game disables being able to get steam achievements while u play modded. I'd like to see that restriction removed and want to be able to get achievements again when playing with mods. The reasoning behind this is so there is less ways to "cheat" achievements and i can understand it but this is not a competitive game at all. If it where a MMO game then I'd fully understand it. Some players (like me included) Would like to be able to still gain steam achievements when playing with mods the legit way. Personally I'd like to track my game progression with the achievements even while playing modded.
    2 points
  45. Ah, fantastic a post already made on the topic! I would just like to add some ideas of a game that has done it quite well and which you might have heard of, Eve Online. I reinstalled the game to snap some screenshots and it's changed a little overtime, but it's the same concept. Now since it was a while I only bought a couple items but it should give an idea of how it logs transactions. The overview is a good idea to see what profits and such you're making at a glance One thing I would absolutely love if this was implemented into Avorion is a search bar similar to the one you have for vaults (Searching Indep repair and it would show those results), having that in a transaction screen looking up specific stations and what investment has gone into them over time would be pretty helpful. Another idea would be to have a tab with an overview of stations displaying their profits, pay and transactions in a compact overview and a more in depth look when selected on. Another screenshot specifically for Market transactions. Splitting up things into tabs might make it easier like splitting personal transactions and alliance transactions, I don't really have an accurate vision of how the layout would look but I would like to shoot as many ideas as I can to help with brainstorming if you guys take it into consideration! Me and my friends love the game so far and are planning to play many more hours, so thank you for an awesome experience and I hope this can be of some help to you!
    2 points
  46. I mostly agree. I'm not sure why you'd take into account the 0.75 volume for the targeting card itself. It's no huge task for a factory to divide it's remaining storage amongst the 7.1 volume required to produce 1 card. If the factory fills up 100% of it's storage with components, the factory should (when it does it's cycle) use up more materials than it will take to store the final product. The important thing, however, is simply that the factory buy materials in ratios necessary to make whatever it makes.
    2 points
  47. Cool, I look forward to seeing what new ships you come up with... And feel free to message me if you get stuck trying to figure out how to build parts of your ship, and need some more building tips.
    2 points
  48. Voted for this as well! 🙂 Tons of good proposals in here, I'll be happy to implement those. We won't be able to add everything but I'll see what we can do! (some of these are way more complex than you might think)
    2 points
  49. A thought that comes to my mind is going into a New Game +n; is that this would allow for entire servers to move into the next galaxy; and placement may be based on proximity to temporal rifts and while starting without money or resources. New players on the server would be started near the edge, in a normal starting sector; where as NG+n would have home sectors next to rifts closer to the core based on how much progress they had on a previous playthrough or something. That lack of permanence might change player strategies and the depth and breadth of establishing supply lines and stations might no longer be very important. Another added thing for NG+n, is an increasing chance that invasions work differently that can also scale: say a 10% chance per NG+ number that an invasion will also affect each loaded sector in the Core. This would make killing the XWG much MUCH more hazardous and make sectors outside the core much, much better to get. A second way this mechanic could work is to increase the size of the Core by +1 for every NG+n. The distance that Swocks, AI, M.A.D. scientiests, resource spawns and all that would need to be based on % of distance to the barrier, rather than flat distance from 0:0 to make you don't get soft-locked. But a bigger core would come with more advantages too. Final suggestion for additional consideration is to increase the maximum tech level of the galaxy by 1... this would include the tech level for everyone, enemies included. Final note; when you mentioned having factions chase you like the Cylons from Battlestar Galactica, there is a mechanic that if you jump much faster than the ship that is supposed to be escorting you, your 'escort' can lose sight of you. The same (or similar) mechanic could be used for losing the trail of factions giving chase (as well as a "how far out of their own space do they want to chase you" limit. Factions at war might not ever give up the chase, whereas factions who are merely upset with you might limit how many jumps or how many sectors they'll chase you.
    2 points
  50. There’s certainly no reason for these small things to cost as much or more as the ships that launch them.... They could still use other love as well, but the production costs and time are extremely high.
    2 points
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