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Sikareus

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  1. Trying this out now. Brilliant!
  2. How the hell am I supposed to find it in a directory called "Documentation?" /sarcasm DERP.
  3. I know I'm really going out on a limb here, but there's no documentation around the engine, is there? I'd love to experiment with putting some additional ship systems and weapons in, but banging around in the dark isn't ideal. If there isn't, well, that's that! My first order of business is to add additional ship system for thruster (braking & maneuverability) performance.
  4. Added more information provided by some kind folks in the steam forums!
  5. At this point it's clear I just enjoy more difficult games, which is completely fine! Everyone has different tastes. I'm a huge fan of roguelikes and super-difficult RPGs, so it makes sense that, for me, the risk is part of the fun. As for the salvaging stuff, maybe my RNG has just been really off the chain, because I seem to get all kids of goodies. From my experience, you can still engage in faction wars and pirate attacks (since they happen there too), but you ALSO have the added benefit of having TONS of hulking wrecks around that ALSO have loot, so the density of "stuff" is just super high. I think the gathering rate of salvaging lasers needs to be a bit higher, and I think that wrecks shouldn't have loot, period (or the salvaging license needs to be much more expensive). Just my two cents, but we can always agree to disagree :)
  6. Thanks for the feedback! I didn't mean to imply that if you die it's just "gone." More of a system whereby you weren't GUARANTEED to get it back without a little work. How much fun would it be if an enemy combatant killed you, and was able to pickup your "death chest" or whatever you want ot call it? If he stayed in that sector you could always go back and kill him to get your stuff back, or (even better) if he left the system you'd get a blip on your map so that you could track him down. To me that would be a nifty little mechanic right there. As for the salvaging comments, I've seen a few people say something like "it's not overpowered, but I haven't tried it." I'm not sure those two statements work very well together. I get that PvE combat is still the best way to gain just about everything (credits, equipment, reputation, etc.), but salvage yards in my experience have been a really easy way to get TONS of quality equipment at a VERY low risk. Keep in mind I play at the higher difficulty levels (because I don't like my games to be cakewalks), but I think my point is a valid one. I'll play around with it some more today and see if you guys can change my mind :D Love the fighter suggestion!
  7. Agreed, really seems like it should be part of the base game. A few thoughts on balance: Require a minimum amount of positive standing with a faction. -influenced by faction traits "mistrustful/naive/etc.." -influenced by distance from hostile factions. -influenced by distance from center. Somewhat expensive to prohibit people from just changing homes on a whim. -influenced by distance to the center, center being more expensive than fringe. -influenced by standing over the required minimum. Require a station in the sector. -This could maybe even be a player station, since those are pretty expensive to begin with. -If station is not present (destroyed), home sector is moved to closest known "Prime" sector that you meet the standing requirements of 'home eligible' for one time only, then resets to beginning. Wholeheartedly agree. I am using a mod for that now, that was posted in the Mods sub. I'm a big fan, just think there's an obvious need for it in vanilla!
  8. Added your feedback. Awesome stuff, thanks for the read!
  9. Added in your suggestions! Also, as to the bit about salvaging, I agree that actually using the salvaging lasers is NOWHERE near as useful as just mining the same quality of ore (maybe I'll add that suggestion too). What I was really getting at was if you go to a salvage area and spend a bit of time just blasting the ships to bits (with normal weapons) they pop out so much loot that it's a little ridiculous. Maybe they could buff salvage efficiency but just make those wrecks be devoid of loot? It kind of makes sense that in "the real world" a scrapyard would have already ripped all the valuable stuff out...
  10. I guess when I say "thrust" I'm referring to break thrust and rotational speed, not acceleration. I feel like a subsystem which buffed those slightly would be much more "worth the slot" than just a velocity uncapper.
  11. So I've made most of the tweaks that feel right to my own .lua script files. Does anyone savvy know what property I can use to effectively "override" the bonus in the velocitybypass.lua file? I'd like to "change" those to affect thrust and stuff instead (as an experiment). I need to nix that addAbsoluteBias call and substitute the thruster/drift changes.
  12. Awesome. Now I can take my Rebel Galaxy playlist and start converting some of those tracks. The only thing better than Avorion right now is SPACE WESTERN Avorion!
  13. Truly amazing work. Some of you guys make me feel like a toddler hammering lego bricks together ::)
  14. I want to commend you on your brilliant use of shapes, glow blocks, and color. This is one of the best builds I've seen shared, and greatly outpaces the amateur-hour stuff I've been creating, even after 40+ hours of game time. My hat is off to you, sir.
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