Jump to content

TheDeadlyShoe

Members
  • Posts

    10
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

TheDeadlyShoe's Achievements

0

Reputation

  1. Yeah. The pristine ships are also a problem with some extreme damage weapons like the LaserBoss, which can kill your ship when wanging a single block. (Though I havent actually looked how that works in code.) It should be noted in the context of IFGs that Difficulty Levels now provide a great deal of protection against blocks breaking off for casual players, so their protection isn't necessary for appeal reasons.
  2. I think IFGs in their current form are bad for the game. One of the greatest strengths of Avorion is that the ship construction system makes for an excellent ship destruction system as well. But any ship with IFGs(which is every ship that a player makes) and some armor will barely lose any blocks before their HP runs out. This is boring on a lot of levels. Most importantly it makes it so you get very little on-screen feedback as to your ships damage state - the only way to know your ship is in danger is by looking at the health bar at the bottom of the screen. Contrarily, if you don't mount IFGs, you know your ship is taking serious hits as parts get blown off; this is way more intuitive and way cooler than having to look at a UI element. IFGs also make your choices in designing ships matter a lot less. You don't really need to strongly protect important components or anything, its not likely to ever matter. IFGs do solve the problem they seem intended to solve - letting you fight without shields without also breaking the bank. You could solve that other ways though; for example IFGs could "bank" components that they protect, letting them be rebuilt by the crew without a high cost.
  3. They will spawn any number of times so long as the quest condition is met
  4. Eyeing the relations script, it shouldn't be complicated to scale hull/shield damage losses to the sectors expected dps, which would normalize losses from friendly fire.
  5. it takes a minimum of an hour for the war zone score to start decreasing, and it can take between 20 and 60 minutes for the war zone score to drop enough for the sector to be declared peaceful.
  6. There's a few issues. Much like action RPGs, the game throws a lot of loot at you, most of which becomes increasingly trash as your equipment improves. In those action RPGs you pick and choose what loot you pick up and eventually you simply stop picking up loot that's undesirable. This is not the case in Avorion; your inventory gets littered with trash as you kill & salvage. The trash is not mechanically useless; You use it to make rolls at the research lab to get even more loot, most of which is still likely to be trash. Unfortunately, this is an enormously attention and click-heavy process for uncertain results; lately i started dreading visiting the research station and now i have mostly stopped. I have 3000 items and most of them are completely worthless - but there's no fast way to get rid of them, you don't have the option of not picking up them up, and they all have their own individual entry in the items list. Fixing even one of those issues could make it bearable, but it would be best if the loot mechanics were rethought imo. There's no need for RNG for most systems, especially the whites, greens, and blues; to the extent that RNG is helpful with them you can make it a different system, or as a loot item with a special verb implied to make it explicitly special. Pettys should probably be deprecated.
  7. I don't think it's supposed to be conventional difficulty. It's nonlinear; you counter it through immunizing yourself to its damage through range or stone blocks rather than simply building a bigger ship.
  8. FLIGHT MODE -Stashes should explode when opened. (Prevents confusion, particularly in co-op.) -Targets with only a single possible action and no downsides, such as stashes and unclaimed asteroids, should be controllable by mashing F twice rather than F plus mouse controls -Fighter and cargo transfer should have the same range as crew transfer (0.2km) -Crew transfer should, ideally, show the current/required crew levels on both ships. -More critical alerts (such as a pirate spawn) should use a different beep than more routine alerts. -You should be able to spawn into an Alliance ship when switching sectors. -The last ship you were in in a sector should be flagged as preferred. -There should be a hotkey for All Squadrons -There should be a way to distinguish regular Cannons from Pulse and Plasma cannons when searching, even if its just by renaming Cannons. -There should be a reliable way to search weapons by slot size -Camera positions should be saved on a per-ship basis rather than per-user. -Total used and available hangar space should be listed in the fighters screen. -Total used and available torpedo storage should be listed in the torpedo screen. BUILD MODE -Colors should be sortable, and should have a palette+recently used colors. Colors already used in a design could also be highlighted or paletted. -The Delete hotkey should work in the saved ships list -Manually Saved ships should be prioritized into a privileged grouping like Workshop ships are in the saved ships list -Required total charge energy and max charge rate of the hyperdrive should be listed stats in the build screen. MISC -Get rid of material mounting requirements for turrets. It's *very* uncommon to have access to a turret of a given material without being able to scrap together enough for a mount for it. It has virtually no impact on gameplay but does force you to make minor and irritating changes to designs.
  9. Does insurance just flat out not work for alliances, or am i doing something wrong? I neither get a mail nor does the alliance receive funds when i lose an insured alliance ship. Stable version.
×
×
  • Create New...