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TenguKnight last won the day on March 28

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  1. Secured transports would be very large, strong and heavily escorted cargo ships that have dozens of secured containers docked to them. Secured transports appearing in faction space would be owned by the dominant faction in the area, and secured transports outside faction space would be owned either by pirates or smugglers. Secured transports could come in various specialized types: -Credit transport: Containers are full of credits. -Equipment transport: Containers are full of high rarity upgrade modules. -Weapon transport: Containers are full of torpedoes (requires them to be droppable as loot) and unique legendary turrets in larger quantities. -Material transport: Containers are filled with large amounts of ores or materials of the region, as well as building knowledge for that material tier (2.0 progression system) -Prisoner transport: Containers house trained crew members and captains (2.0 captains) Destroying the transport would be required to gain access to the containers, and they can then be hacked open either with hacking modules (DLC) or taking the containers to a smuggler outpost. If hacking is attempted with a hacking module, it will alert the owners of the container to investigate.
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  3. The game could really benefit from increased variety in different sectors to make exploration more interesting. Here are some ideas. -Nebula storm: Thickest fog nebula with lots of wreckages and valuables (maybe containers) littering the sector. There should be special coaxial lightning turrets on tiny asteroids and wrecks that have at least 50 km range, random fire rate between 10 and 20 seconds, very wild accuracy, very bright and thick lightning and use very realistic thunder sounds that can be heard at least 50 km away. These special lightning turrets should not be available as drops and should have almost torpedo level damage per shot. Presents a high risk high reward sort of deal. -Dark nebula: Nebula that is so dark that it is impossible to see anything. Periodic lightning illuminates the sector briefly. Could be combined with the nebula storm sector. -"Sponge" nebula: A sector full of extremely thick fog clouds that form a big sprawling "pocket" of lower fog levels. Fog level 1 or 2 should be used for the "pocket" and fog level 6 or above should be used for the rest of the sector. Stations and ships try to stick to inside of the "pocket". -Minefield: Sector is littered with small mines that explode on impact. To make this sector interesting and meaningful, add wreckages with valuable loot or station wreckages in the sector. -Warzone: Sector is littered with destroyed stations and ships with the occasional military outpost and repair dock intact. Heavily defended and experience frequent raids from neigboring hostile factions and pirates. -Needle asteroid field: Asteroid fields with asteroids stretched in one same direction about 10-15 times their normal lenght. These should provide interesting fight environments for agile ships that are able to fly between the gaps. -Pancake asteroid field: Asteroid fields with asteroids stretched into overlapping huge "pancakes". These should provide pretty interesting fighting environments. -Crystal asteroid field: Add glass crystals onto asteroids and add asteroids made out of glass that is colored according to the material zone. Asteroid core blocks should be extremely rich stone and there should be only one type of material present in these sectors. Could be outsourced to a builder if the devs don't have time to build these. -Sparse asteroid field: Increase the average distance between asteroids up to four times more than it currently is and also increase asteroid size by the scaling factor of 200%. -Massive asteroid field: There are sectors in the game that have over 2k asteroids in them but I'd like to see some with even as many as 4k. To make the field feel bigger, increase the the average distance between asteroids (which also should help with NPC flight AI occasionally getting stuck). -Meteor shower sector: The sector is experiencing frequent meteor showers, where dozens of non-homing torpedos with comet/meteor textures and very long and bright tails spawn about 100 km from the center of the sector and fly through the sector to disappear after flying 200 km or hitting something in the sector. When hitting something, the meteors should behave like nuclear torpedos with the damage about the same as the lowest tier nuclear torpedos sold at equipment docks in the material zone. Whenever a meteor shower spawns, a special meteor shower warning will beep on the screen. -Solar storm sector: The sector frequently experiences solar flares which damage and push all ships in the sector away from the star. Hiding behind an asteroid negates damage and the pushing effect. -Sector with very low star orbit: The view is dominated by a star very close (perhaps like a planet size) that overheats everything in the sector, draining batteries and making overheating weapons overheat even faster. A few massive shipwrecks give prepared players a good salvage.
  4. Adding small things that make the universe feel alive and full of people is important for immersion. Here are some sounds that would increase immersion. -Add random incomprehensible radio chatter when near civilian ships or stations. Here is an example of what I mean (clip from No Man's Sky): https://www.youtube.com/watch?v=h_pcwXQX8ow -Add short panicking shouting effect over the radio that ends in a burst of static when a ship is destroyed or just the burst of static. Example from Everspace: https://www.youtube.com/watch?v=dq15V7EtGWM&t=3m03s -Add some radio static or static-filled incoprehensible speech when talking to NPCs or just a radio squelch button sound when selecting an interaction with NPCs.
  5. Select any block and press F to center the camera around that block.
  6. It feels a bit dumb when some enemies just throw themselves to die a certain death by fighting to the bitter end. It would be interesting if NPC ships (especially pirates but never the Xsotans) would have a chance to attempt fleeing and start charging their hyperdrive once their hull drops below a certain percentage, accompanied by the ship shouting something like "I am out of here, this is too much for me!".
  7. Here are some things that could be done to improve the performance of fighters. -Remove all reflections, shadows, shaders etc. on them if they aren't already removed. -Combine fighters into "squadron entities". This basically makes one squadron to behave as a single fighter that just looks like a squadron of fighters flying in formation. The firepower of this entity scales based on the amount of fighters in it. Fighters in this entity can't be targeted or controlled separately, and whenever the squadron is hit a fighter will dodge but won't actually start spinning or doing any evasive maneuvers (flak turrets consume dodges from all fighters in the squadron). When a fighter in the entity loses its dodges or runs out of HP it is destroyed. With this it would be possible to reduce the amount of fighter entities on a single ship from 120 to just 10 without reducing the actual amount of fighters or firepower of fighter squadrons.
  8. When several ships warp into a sector (for example, a faction war or pirate reinforcements) they shouldn't spawn/jump in simultaneuosly, because it causes a massive lag spike. Instead, add a delay of at least half a second when more than two ships warp in to spread the load over a longer time period (and to make the arrival of ships look cooler and less artificial).
  9. Idea: Have randomly appearing (like mobile equipment merchants) mercenary ships that can be hired from 10 to 60 minutes to escort the ship that bought the protection. These mercenaries could also appear at smuggler hideouts for hire. Traits: -Slightly stronger than the average ships in the region -Will bail out of fights (abandon their escort mission and jump out) if their hull drops below a certain percentage -Infinite jump range and no hyperspace cooldown so that they can follow all kinds of ships without any hiccups In case a player wants to change the escort target, they could switch to another ship and buy the escort ship's protection again, but logically it would cost nothing and the escort time that is left would not be reset back to full.
  10. Additional mission type: -Accompany a fleet to raid another faction's sector and destroy an X number of stations.
  11. Instead of crew transports bringing in regular untrained crew members, they should bring trained ones needed for the ship. Alternatively, those two could coexist as differently priced transports and their crew quality should be communicated well to the player. Currently players have no idea what kind of crew they are getting.
  12. Restricting building generators and hyperspace cores to only shipyards feel a bit too restricting. I would like to see it extended to repair docks and equipment docks as well and also have removing permanently installed equipment available at those same station types.
  13. Alright, here we go. This will be a long message. But that's suitable for an apology. I will write some background so that people can understand what this is about. A few weeks back block stacking was often discussed and those discussions often lead to heated debates and situations where staff was required to intervene. On the 19th of October I opened Discord and saw a discussion about block stacking going on in #avorion-discussion. My reaction immediately was "not this again... Do I have to babysit here waiting for something to go wrong or intervene now?" I chose the latter, the easy route, which I should not have done and that choice has lead us to this situation. It was abuse of power, and suddenly, even without realizing it I had done a thing that I deeply want to avoid and hate seeing happen. I had abused my powers to silence a discussion that was actually peaceful, which I should have seen if I had spent enough time to read all the messages instead of quickly glancing over it. Seeing dozens of messages about stacking and with the completely fed up mindset I had at the time I made the wrong call and stopped the discussion. You asked later if you could DM staff and I answered yes and mentioned that I am always open to constructive feedback, which I truly am, and this message or apology is how I want to express that I take criticism towards staff, including myself seriously, look in the mirror and ask "What did I do wrong" and "How can I improve so that I won't make the same mistake again?" You never ended up DMing me, probably because you had seen me (though not meaning to) abuse my staff powers and made the logical conclusion that I wouldn't listen to feedback and would probably ban you like the generic power-hungry and easily triggered Discord staff member, even though I wouldn't have. I wish you would have DMd me so that all this drama would have been unnecessary. The worst thing about this is that I didn't realize having abused my staff privileges before Averis pointed out his perspective to the situation in the forum post, which I replied to with still my limited view of the situation (yet another thing I regret doing, I should have dug up the message history right there, not now). I took the time to read the message history logs and they prove me guilty of abusing my staff powers. I sincerely and deeply apologize for my wrong actions in that situation. I want to bring something positive out of this, and it is that I promise that I have learnt from my mistakes. I will use the errors I have made to become better and to use the power given to me more wisely. To summarize it, I made a mistake which I shouldn't have done, a mistake and course of action showing qualities that I despise in people in positions of power, and I am here to apologize. Constructive criticism is always welcome. Regarding what I said about your negativity, I never could connect your Discord account to the person posting suggestions on the forums. I became biased and blind to the constructive feedback you gave, only seeing the negativity in your comments. I aplogize and promise to be a better staff member in the future. I hope that you will forgive me and think of me as a human being. Humans make mistakes. But only fools don't learn from their mistakes.
  14. Greetings. I silenced the discussion because it was quickly sliding towards a heated debate, like I had seen happen literally *every* time block stacking was discussed and every time staff had to intervene. I wanted to save some trouble and de-escalate the situation before it got worse and pointed out that the discussion always lead to the same points having been made, which people could find using the Discord's search function. "how stupid, delusional and abusive" - I am just a human and I make mistakes too, but I don't think I have any of the qualities you described. You have been constantly spreading negativity throughout the Discord community and the staff team even made a statement in the announcement channel about keeping feedback constructive, but your behavior and tone did not change, so I felt that something had to be done and I asked you nicely, but apparently you took that as an insult, which I did not mean. I just wanted you to change your negative feedback into constructive feedback that would be beneficial for the devs and instead of saying things like "that command just doesn't work" to a new player you could have described a workaround way of doing what the new player asked and then gone to write an improvement suggestion about the missing feature. Constructive feedback is always welcome, spreading negativity isn't. Tell me how I can do my job better and I'll listen to the feedback. What would you like to see me do more/better? What ways of me responding to some situations you'd like to improve? I am always open to constructive feedback.
  15. Currently mining systems detect resource asteroids but not wreckages, however for some reason they also show the amount of resources in a wreckage, which is weird because the tooltip doesn't mention it at all. Option 1: Keep the current mining system as it is but create a separate upgrade chip for detecting wreckages and seeing how many materials there are in them and remove that trait from the current mining chips. Option 2: Combine wreckage and asteroid detection and material calculation into a new Harvesting system chip that works for both salvaging and mining.
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