Jump to content

Vis

Members
  • Posts

    100
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by Vis

  1. 11 hours ago, FuryoftheStars said:

    OMG, I know!  I watched the first 2 + the one about the Death Star but couldn't watch anymore.  I still haven't seen the 3rd or any of the rest.

    Sorry, derailing the topic.  *ahem*

     

    --------------------------

     

    On topic, not directed to anyone specific, don't forget that by increasing their effectiveness against NPCs, you're also increasing their effectiveness against you.  Personally, I find it highly annoying to have something fired at me that is able to track and the only way to avoid it is by running around all the time.  I'm not sure what the "right" way is to make these better, so I'm not going to vote on this at this time.  We may want to start with small tweaks first, though. 😉  My Weapon RNG Wrangler mod, I increased their flight speed by a few factors, but haven't received any feedback on that change.

    For the bombs, if you see the attack coming you can just move out of the way. Unlike missiles, bombs will never have any seeking. This also makes the flight path of the bomber very predictable so you can intercept any enemies trying to do a bombing run.
    So there are some down sides to space bombing, but this method is still a billion times better than those shitty bombers in The Last Jedi. Who ever designed those things needs to be fired if they haven't been fired already. I also never saw the 3rd movie, I completely quit watching Star Wars movies after The Last Jedi. >_>

  2. On 7/8/2021 at 5:08 PM, eduty said:

    @Vis What you've essentially discovered is that missile launchers are best paired with old school dive bomber tactics.

    Based on that information, I'd almost want to see a significant damage boost to the launcher, making them a high risk, high reward weapon and include the bit about inheriting the firing ship's speed to the weapon's description.

    Or perhaps make launcher damage proportional to the projectile's speed up to a maximum amount of damage per shot.

    Yes, I would like to see them add bombs to the game that are kind of like the missiles, but more damage than missiles and they have no speed by them self. They only inherit the ship's speed, meaning you have to fly at your target very fast, drop the bombs, then turn away and let them go coasting into the target. Then we can have space bombers in the game, and it will be space bombers done in the right way. Looking at you 'MG-100 StarFortress' (worst ship ever and in the worst Star Wars movie ever)... I wish Disney would just die already. >_>

  3. Yeah, I have always hated that the 'fleet' tab is even called that when you can't actually make a fleet. I would really like to see a system like in Space Empires 5 where you can create a fleet, name that fleet, add and remove ships to that fleet, assign a flag ship, and even create custom formations for that fleet. Then you would just select the fleet when you want to give that group of ships orders. But it would also be great if you could create different elements within that fleet each with their own formation and sub-orders. Something else you should be able to do is give all ships orders to engage enemies at a set range, or at least an option for 'point blank' range, 'optimum' range, and 'max' range. That way you can have your ships/fleets fight at the best range for the weapons they use. And for non-combat ships you should be able to give them orders to 'run away!'

    As for the list of orders. The way it is now is just terrible. If you mess one thing up in your order list you have to just reset and start over. There needs to be a schedule like system where you can add orders, set conditions for orders and even change the order in which it carries out those orders. It would be great if we could have a similar system to games like Transport Fever or Factorio. Then you could set up cargo ships on trade routes and even add in IF/ELSE/AND/OR conditions, so you can do things like having your mining ships go to a refining station, if their cargo is full, then jump back into their mining loop when their cargo is no longer full. And of course you should be able to switch ships to a stand by/carry out orders mode, like how you can switch trains in Factorio to and from automatic/manual mode when you want them to run or not run through their schedule.

    I'm sure all of this stuff would have to be in a major update, but I think it is one of the biggest things this game is really lacking and a thing that all players would very much like to have. 🙂

  4. Not sure when they changed it, but missiles don't always have the speed and range people think they do.

    I was killing some pirates last night and I noticed while flying my ship around that missiles actually inherit the speed of the ship they are fired from. 🤔

    So I decided to do a little testing with this to see just how fast I could fling missiles and how (if at all) this effected the range of the missiles.

    My Explorer ship that I was using to test this had 2 launchers on the front of it. Right on the nose. I targeted a small asteroid from very far away and boosted up to max speed. My Explorer ship's top speed in afterburner is about 4,800m/s. I fired a volley of missiles out and the missiles slowly began to move out in front of my ship getting further and further away. I think I tried this the very first time I got a missile launcher in the game and I was able to out run the missiles. But this time it was clear that I couldn't, because I was going full speed when I fired the missiles. 😲

    Just to be sure, I fired a volley while sitting still, then boosted to try to out run the missiles and I was easily able to do it.

    Then I decided to see if the range of missiles was just based on flight time or distance from the point they were fired at. So I targeted another asteroid, got very far away from it boosted to full speed and fired a volley. Based on my sitting still test, it seems like missiles go about 1,000m/s on their own speed. So I figured that if I'm going over 4 times that speed, the missiles should get about 4 times the range. The range of my missile launchers says 27.26km so I decided to go out to 150km from the asteroid and boosted up to full speed. When I got to about 120km I fired a volley of missiles. I then slowed down and stopped before getting closer than 100km and watched my missiles fly off into the distance. After watching and waiting, I saw the impact of missiles and damage numbers coming out of the asteroid. There was not much left of it.

    So missiles actually 'can' go faster than ships and 'can' have more range than torpedoes.

    So many people think missiles are too slow and need an overhaul. I think people are just using missiles wrong. 😄

  5. Yes, I have also lost some ships to this bug. I had 2 salvage ships breaking down some wreckage in a sector and I assigned a ship to escort one of the salvage ships just in case pirates show up in the sector. Then a few mins later with no pirates or any other enemies in the sector I get a message showing one of my ships had been destroyed. It was the other salvage ship.

    This shouldn't be happening. Why are my own ships just turning on each other and killing each other? 😠

  6. I couldn't find this suggestion in here anywhere, so I decided to make a thread for it. I have wanted this to be a thing for a while now.

    So we can design the look of ships, stations, turrets and fighters. Why not torpedoes?

    Right now you can buy torpedoes from Equipment Docks, but they only have a limited supply and not all Equipment Docks are going to have the type of torpedoes you want. So it would be great if you could take a torpedo you like and turn it into a custom torpedo the way you can turn a turret into a custom fighter. You can then blueprint and build more of them just in the same way as fighters. You just need the money and resources to do so.

    Just for fun, and hopefully for the future, I made some custom torpedo designs. 😎

    1163790552_TorpedoDesign1.thumb.jpg.3f656e69df36762e3ec1e0c608d61bb0.jpg1016404420_TorpedoDesign2.thumb.jpg.723e2e36e60635ff1f46e37728cb937d.jpg

    Add your own screen shots of any torpedo designs you make along with your thoughts on this suggestion.

     

  7. Missiles would need to be able to move insanely fast for some ships to not be able to outrun them.

    23axtwjecbp51.png

    So I don't think they will be possible to do. They would need to be like railgun fast.

    Also missiles with the 'seeker' trait already continue to seek targets after they miss until they run out of range. The missiles in this game have a magic 360 degree view seeker head on them. 😄

    • Haha 1
  8. 10 hours ago, Maoman said:

    I just wanna say I really like this suggestion since we can't react to guest posts. I've been at the barrier for a while but I still use trinium engines on my main ship because I just don't like the color yellow very much and don't want giant yellow engines in my face all the time, even if they're faster.

    What I would suggest is being able to change the plume by just placing glowing or hologram blocks right behind the engines.

    Also I don't think Xanion engines are faster than Trinium. I'm pretty sure all engines have the same output, but higher materials use less energy. Their Cost, Mass, and Durability is also different but Trinium is the lightest material.

  9. 7 hours ago, ExCommander42ndS said:

    Thanks for this information you shared my friend.  With this link, i need to make 'little' practice to make curves and smooth edges for building a ship. I am just a newbie, and i need to learn a lot from an expert like you. Thanks again, i will try to start in a scratch for the next ship creations i have in mind.

    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.

    • Like 2
  10. If you are playing a single player game pirates won't spawn in a sector if you the player are not in that sector. So you could have many smaller and much cheaper mining ships in the lower level sectors getting you iron and titanium, while you use your big ships for attacking and clearing out higher level sectors filled with pirates. 

    As for ship designs, it's not that hard to make cool looking ships. time consuming yes, but hard no. Just start by rough sketching out a ship from the side view. Decide how you want it to be shaped from the nose to the tail and what parts are taller and shorter along the way. Then draw it from the front view and decide how it will be shaped and how wide the design will be. Then one from the top view, that matches how wide it is from the the front view and shows what parts of the ship stick out that wide. After you have the basic blueprint, you start placing your framework and making an outline of the shape of your ship from each view. You just need to place the framework blocks like you are doing pixel art. If you need to make circles and ovals, here is a simple tool to help you with that. https://donatstudios.com/PixelCircleGenerator I would make my framework blocks 1x1x1, then make a long line of blocks from the center going to the nose and tail when you first start your ship. This will help you get an idea of just how long the ship will be. Then you can start building the side view outline from it. Then do the same but going to the left and right side when you do the top view.

    Hopefully this all makes sense, otherwise I might have to just draw a diagram of what I'm talking about. XD

    • Like 1
  11. Well, seems kind of pointless to make different ship designs if you are just going to make 1 big one that does everything. But also seems like a big waste of resources to build such a big ship at times when you only need it for 1 job, and a smaller ship can get the job done with no problem. Which one of those ships do you use for mining iron?

    I have never really had a problem with pirates or bandits. Just one of my frigates is able to take on a group of pirates 1v10 and win without much trouble. I normally send 2 of them to fight a group of pirates just to be on the safe side. But my war frigate is a very deadly little ship.

    For all my working ships (mining, salvaging, cargo, etc...) I don't use the frame first method. I normally box all the parts I need together then build an outer hull and round the edges a bit so it doesn't look like an ugly brick. This ends up giving them a more industrial/work ship kind of look where they have somewhat of an overall box like shape, but still look nice with added rounded parts.

    For my warships I always use the 'frame first' method because I want them to look completely different from a box like shape.

    Here is a picture of the base framework for my frigate with a few internal parts. The finished version looks way cooler, and I plan to post screen shots of all my ships on here someday, but I want to finish my Destroyer first.  It's a good thing the game keeps a long list of auto-saves. 😉1618387936_FrameFirstFrigateDesign.png.18660fe215f15a453f9bb64f141cab7d.png

    • Like 1
  12. 20 hours ago, ExCommander42ndS said:

    Thanks for the admiration my friend. This is only a spare hobby of mine, my first creation on my first gaming experience here on Avorion. I'm just continuing to learn from time to time using the tool to build ships. Well, i'm just a newbie, can you help me out how to furnish a little my creations? It will be an honor for me to be enlightened. 

    Well, I wouldn't call it 'admiration'. XD But I'm sick of seeing brick shaped ships, so it's always great to see people trying to put more effort into making better looking ships.

    I see you used some slopes on your battle-cruiser, but there are some parts that still look very blocky. Like the engines at the back could use something around them to make them look better.

    Your frigates on the other hand, way too blocky. XD

    Also I feel like your frigates are way to big to be frigates. They are all like Dreadnought sized ships. LOL

    This is how I do my ship size classifications

    Class Size           Number of System Slots
    Heavy Fighter    1
    Escort                 2-3
    Corvette             4-5
    Frigate                6-7
    Destroyer           8-9
    Cruiser               10-11
    Battleship          12-13
    Dreadnought     14-15

    How much resources do those ships cost? They seem like they are way bigger than they need to be. I don't think you need a mining ship that big with 1243.12 hanger space. You can only have a max of 10 squads on any one ship or station, each squad can have a max of 12 fighters meaning their is a total of 120 slots for fighters. And the max size of a fighter if you didn't put any points into size to make them smaller is 8. So the max size any carrier would need is 960 for 10 full squads of size 8 fighters if the numbers for hanger space is 1:1 with fighter size. If you have even smaller fighters than you need even less hanger space.

    But having all your ships big enough to have 14-15 System Slots seems kind of ridiculous. XD

    As for building better looking ships, I think you should start by first rough sketching out some designs (Not brick shaped) and plan out where you will fix all the things you need in your ship. Then you should use framework blocks to map out the rough shape of the ship. After you have a rough outline add in all your important internal parts until your ship has all the capabilities you want it to have. Then you start building the outer hull of the ship with rounded smooth shapes to make it look cool and match the rough sketch you first planned.

    • Like 1
  13. Yeah, you can't actually make 'fleets' in this game. I would really like a system like in Space Empires 5 where you can create a fleet/group, name that fleet, assign a flagship and also make formations that your fleet will travel in when moving from sector to sector and during combat. It's also annoying to have to select each ship in the galaxy map when you want to move them. If they were in a fleet you could just select that fleet then give it orders to move.

  14. Well, good for you on leveling up your building skills and not making any more flying bricks. XD Most of my war ships have a lot of weird round/curve/slope shapes to them. I can't stand flying bricks so I just refuse to make my ships all look that way no matter how long it takes to build the ship.

×
×
  • Create New...