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Tankium

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Everything posted by Tankium

  1. A keybind in build mode that causes blocks placed to not effect stats at all, be free to build and be stackable perhaps torpedo and hangar blocks could function when covered with 'decoration blocks' maybe it might even be possible to rotate them at angles other than 90 deg, if 3 numbers are saved in the XML file which correspond to each blocks yaw roll and pitch. When loading the ship the game might only read the rotation numbers after the rest of the ship is applied? reasoning for this suggestion is that stacking should be allowed when used decoratively and not allowed when used functionally (when blockoverlapexploit = false in the server.ini). Functional blocks like generators are sometimes used decoratively, so this suggestion would be the games way of knowing what to allow and what not to allow Oh yeah, about the rotation thing, that would make building sooo much easier while massively slashing blockcounts, especially when placing greebles on angled surfaces, increasing performance significantly
  2. just a small QOL feature that shows up while scaling blocks that shows the user how much the block(s) are being scaled by. For example if the blocks being scaled are half the size of the original block before scaling, it should show [original block size] X 0.5 If you have no idea what im going on about right now theres a similar feature in blender, see the red lines in the attached image. This isnt the size of the block, this is already shown but rather how much the size is increasing by, in multiples of the original block size
  3. (steam forums? thats a thing?) Anyways, you are getting your way already so there isnt much reason to post here...
  4. this is a good idea i would add though that the functionality of all blocks should be kept if a certain setting in server.ini similar to whats comming in 2.0 This fixes the decoration/blockcount side for stacking but there are many players such as me who also stack for stats Have my upvote though
  5. Thats a fair enough opinion. Stacking is technically cheating There are many players who like to stack, me included of course, the point of this thread was to point out that we exist By the way: stacking is being fixed in 2.0 but there is a server.ini setting we can change to allow stacking. Stacking will also be allowed on turrets regardless. And while im sad to see it (sort of) go i believe this is the best solution anyone has come up with so far. If someone comes up with a better solution i would be more than happy to suggest it So you would keep that enabled but I would turn it off and so would many members of the community And blocks arent moddable, nor is anything build menu side (from my understanding, im not a modder) And asking for balance changes wont always get added
  6. Tankium

    Torps

    Yeah, as koonschi said this has been a thing for a good while Not sure why it has returned here though...
  7. the center of a gate is a block its an unobtainable block didnt realise it was used as the root block though
  8. I already made a similar suggestion here Though its a cool idea it might be hard to implement. But many players want this. So enjoy my upvote
  9. In the main menu a ship is generated but currently we cant rotate the camera to see the whole thing perhaps we can have some keybind to move the camera manually such as MMB (middle mouse button)
  10. Allow stacking on custom turret designs even with the upcoming server.ini setting which disallows stacking There is no possibility of gaining ship stats from it; it is not exploitable This can be used to optimize block count, allowing more detailed turret designs (I'm aware the anti stacking update hasn't come out yet, just making this suggestion in advance)
  11. I think the sheer number of upvotes on this thread is enough to justify it, no need to ask why the community wants it, we have evidence the community does indeed want it. For me personally, it is what sets the green bounding box around my ship. I usually build from the front so the root block is always at the front, causing the green box to center around one of the front blocks instead of the center of the ship Which doesnt look great
  12. Just a way to keep the function of one block but have the texture of another block. So if we want armor to look like crew quarters for example, that is possible
  13. Just a new decorative block that has a flat (or roughly flat) texture. Perhaps it can be in all the available shapes like hull. Kinda like glow blocks but without the bloom, and they can be painted black. (Glow cant get any darker than really dark grey)
  14. The flag and emblem used by the Tankium Federation Lore Our technology is far more advanced than other factions. Their technology usually requires far more power than other technology, but also generates a lot. This is known as high energy technology. Energy is often transported using superconductors and generated using high density antimatter reactors (the density of our ship fuel is about 10^10 kg/m^3 (very dense)). This is advantageous as it allows high power weapons, shields and thrusters. Backup power sources include zero-point energy and matter manipulation. Matter manipulation is turning matter into energy, storing it, and being able to use that energy to create matter. Massive amounts of energy is created from destruction of matter and massive amounts of energy is required to create (materialize) it. Matter manipulators are extremely difficult to build as dark matter is required, of which there is very little in this galaxy. A lot of regular matter is needed too. One manipulator, Manipulator Positron, is built into T.S. Positron. The others are located all over the Syndicate territory and are transported using large ships. They also often use a type of armor known as TGX Composite which is very dense but very strong. Huge forces are required to move such heavy equipment. Their thrusters, being highly advanced, can create large amounts of particles using a lot of energy and fire them backwards at high velocity. This outputs a tremendous force, but despite this their ships aren't usually faster than from other factions due to the sheer mass of high energy technology and TGX Composite. In terms of communications they use quantum entanglement rather than subspace signals that most factions use. However, certain ships are equipped with subspace signal devices to allow them to communicate to other factions using subspace signals. However, high energy technology also has its downsides. It is extremely unsafe and an issue can lead to bigger issues more easily. Xsotans are also far more attracted to our ships than any other ships due to high energy emissions. Even when we don't fire turrets, the sheer energy emission of engines and certain components still attract Xsotan attention. We arm our starships with variable weapon hardpoints, to have the possibility of equipping ships for any mission. For example, if the target has a lot of shield, powerful Thunder Cannons can be fitted. If a different mission requires the ship to defeat large numbers of smaller foes, the Thunder cannons can be easily taken off and replaced with Nano Shredder Vulcan M72s. We jump from galaxy to galaxy, eliminating xsotans, pirates, corrupt factions and other immoral causes, to make each galaxy a better place for its inhabitants. This is our goal; making the entire Avorion universe a peaceful one. However, there are so many different galaxies, that not even our power can destroy every threat. We are also a very proud faction. We have been known to declare war on some factions for making fun of us. Other Information IMPORTANT: most ships and turrets i build use parts built by other people, such as Steam user Two-Hands electronics and Black Disciple's Terran Republic radars. Other creators used commonly include Drazhill and SDK. Also many turrets i build have a limit of 500 blocks instead of 250 blocks (the default limit). To change the limit, open the file explorer and go to Users/(your user here)/Appdata/Roaming/Avorion/galaxies/(insert your galaxy name you want to change the limit on here)/server.ini and change MaximumBlocksPerTurret to 500 (or whatever you want your limit to be, set to -1 for no limit) DO NOT touch anything else, unless you know what your doing! (or do this on a new galaxy. Either is fine). If you have any comments or feedback, say so in the comments I also want to come up with an origins story, but theres no ETA on this. i will edit this page every so often as i build new things Also I am very active on the official Avorion discord, feel free to ping me (Tankium#9119) whenever. I hope you enjoy my builds as much as i do! Ships Hyperion Class Fleet Carrier A large, 7 km long carrier. Has a lot of advanced technologies such as Trinity Nuclear warheads, a lot of turret hardpoints and matter manipulators. This enables it to build entire ships from very cheap materials in mere seconds. So its able to launch a full scale assault by itself. Proton-Class Mini Carrier A 'small' carrier (its 2 km long). It carries an obscene amount of fighters, has a ridiculously strong shield and matter manipulators. This enables it to build entire ships from very cheap materials in mere seconds. So its able to launch a full scale assault by itself. It also carries 2 Boson Class Destroyers and has 2 Project Trinity nuclear silos. The fighter catapult is also covered with flak cannons and the ship itself uses 4 weapon points just in case it needs to use them. A force to be reckoned with. if i was to credit everyone whos parts i used we would be here all day Two_Hands, SDK, Drazhill and Azu made most of them. Though i still made most of the ship. Ultimatum Class Corvette The Ultimatum is very heavily armed for its size. It uses 8 large weapon hardpoints and 12 smaller weapon hardpoints. In these images, it has been fitted with 4 Oblivion Assault Guns, 4 Thunder Cannons and 12 Hydra Double Barrel Railguns. Due to its size, its also fast and maneuverable. This makes it effective at taking out larger ships. But also, due to its many different weapons, it can take on large groups of enemy ships too. Each weapon fires on a different enemy. Atmospheric Frigate Capable of both atmospheric and space flight! It is also quite fast even for a frigate and armed with 6 turret hardpoints. Trebuchet Class Deep Space Railcannon The Trebuchet is a giant railgun with an entire starship built around it. The railgun is immensely powerful, capable of propelling a 2 gigaton slug very close to the speed of light (about 0.74c). It is this power that has become a symbol of the firepower of our faction. It is strong enough to obliterate even the biggest of ships across an entire galaxy with pinpoint accuracy. However, it must reload at a station for several hours before being able to fire again. Boson Class Destroyer An incredibly fast and powerfully armed destroyer. These screenshots show it armed with (form front to back): Lance Cannon (the coaxially mounted one), Paladin Assault Laser, Thunder Cannon, Oblivion Assault Gun, Hydra Double Barrel Railgun, Photon Missile. They can also communicate to one another very effectively, so its able to coordinate its firepower on multiple enemy ships at once. The biggest engine was built by Black Disciple. Muon Neutrino The Muon Neutrino is a fighter armed with a powerful for its size laser cannon. Its also quite fast, being a fighter. Tachyon Obliteration Cannon The Tachyon Obliteration Cannon is an immense particle cannon with a 3 km long ship built around it as used by the Tankium Syndicate. Tachyons are exotic particles with imaginary (the square root of a negative number) mass. They always travel at superluminal velocities (faster than the speed of light) and, oddly, gain velocity as they lose energy. Tachyons dont exist anymore but it is possible, albeit extremely difficult, to create and weaponise them Due to their superluminal velocity they can hit targets through black holes and due to their ability to gain velocity as energy is lost they can interact with enemy armour particles an infinite amount of times (in fact the more armour present on a ship the deadlier this weapon becomes) Tachyon cannons are extremely rare and expensive however, but are still a force to be reckoned with, especially against factions that deploy capital ships a lot. Vector Scout A scout ship that can defend itself with 2 coaxially mounted laser cannons. Cheap, and uses powerful communications equipment, it is a very effective scout. Cloaking technology is being researched which would make it a far better scout. Decimator Class Cruiser The Decimator is a tough, well armed cruiser. Armed with a total of 14 weapon mounts, it can cause destruction to almost any target. Can also deploy fighters from the front which is epic My first ship that uses the replicant dreams texture pack. Also the large rear engines were made by Black Disciple. These windows were stolen from the SS Harmony by SDK. Weapons Oblivion Assault Gun The legendary Oblivion Assault Gun. The oldest weapon still in use, it will continue to be used for a good while. It is incredibly powerful and mounted on a floatation device. This makes it far more responsive than almost any other weapon. The laser cannon can reliably tear a hole in almost anything. Powerful, responsive, fast, cheap, relatively low power consumption. No wonder why its the bread and butter of firepower. And for when its not enough, they have been upgraded into many variations including the Super Oblivion Assault Gun and Red Oblivion Assault Gun. (note from the creator: the Oblivion Assault Gun is the first ever turret i built using the dark grey and dodger blue glow style. Almost everything i build, and everything here in this thread owes its existence to this turret.) Super Oblivion Assault Gun The Oblivion Assault Gun but it has 2 extra shards, to channel more energy. This makes it much more powerful but turns slightly slower, uses more power and more expensive to produce. Still a solid piece of kit. More often used against larger ships than smaller ones. Red Oblivion Assault Gun Oblivion Assault Gun made with different technology. The Red variant causes less massive holes in enemy ships, and more fire and explosions, basically. On par with the original Oblivion Assault Gun. Also capable of melting enemy ships altogether depending on its size and the amount of time the weapon fires on it (like my pun? that was unintended). Desolation Plasma Railgun Its basically a railgun that, instead of firing a high velocity solid slug, fires a high velocity 'bolt' of plasma. Due to this it can sometimes melt large parts of enemy ships or pierce straight through them like a typical railgun. Sometimes it might do both. Before firing it must charge up for a few moments. Impaler Antimatter Railgun The "Impaler" Class Levitating Exotic-Superconducting Antimatter Railgun X-41, AKA Impaler Antimatter Railgun for short, is a large, extremely powerful railgun. Antimatter is used as the propellant, with an equivalent yield to about 1000 'tsar bomba' nuclear weapons (I calculated this). This isnt even including the main energy source for the round, the superconducting rails. Immense currents are sent down the rails, but, electrons are not used to carry the current, rather, a different particle with a much larger charge is used. No ship has ever been known to withstand this. It can also rotate quite fast and is very accurate. It also floats! However, due to the use of large amounts of high density antimatter, should the gun itself be hit by an enemy, it will likely take every ship nearby with it due to the release of massive amounts of dangerous antimatter. It also requires a lot of energy to fire and a large amount of antimatter ship fuel which is teleported up to the gun. It uses many very high power inertia dampeners just after firing to manage its recoil. Such a heavy slug being fired close to the speed of light creates a lot of recoil. Without them the gun would be very easily torn of its electromagnetic levitation mount. Positron Cannon The Positron Cannon creates and fires positrons at enemy ships, making it extremely powerful against unshielded ships. As positrons are deflected by most fields, shields can counter them. Hydra Double Barrel Railgun A powerful railgun with 2 barrels. These are commonly used to make big holes in shieldless things. Shields can be annihilated by the powerful Thunder Cannon. They have a surprisingly high fire rate and long range. Bullets are sent down superconducting, heatproof rails along with a massive electrical current. Nano Shredder Vulcan M72 Probably the first ever turret built specifically for a legendary turret, the Nano Shredder Vulcan M72 is still the only turret that goes over my personal limit of 500 blocks. One of the more recent and high tech weapons of the Federation, it does not fire lasers, plasma or bullets but instead it launches nanobots to enemy ships. These nanobots are capable of moving from gun to enemy ship, even homing in on the enemy ship very effectively. Nanobots do not explode but instead cooperatively tear the ship apart. Depending on the target, only a few nanobots are needed to tear a small ship to shreds. This makes it a powerful choice for both denying massive groups of small enemies, and for shredding even capital ships, over a much longer period of time. As the nanobots just fly through shields, shields will not help against this weapon. It has an extremely short range for a Tankium weapon. oh, and the ship in the background is Sathaerz's Scylla but painted blue (normally its green) oh, and sorry about forgetting to hit F8 before taking the middle screenshot (F8 hides the UI). Photon Missile The Photon missile is named so due to its high velocity, high energy, high explosive missiles. These are very fast and maneuverable despite their size thanks to inertia neutralizers. When one of these missiles strike an enemy ship, it causes ionization in atoms in enemy armor. This weakens or destroys chemical bonds in enemy armor. Powerful even at long range, and against both fast and large targets. New missiles are materialized after they are fired without the requirement for a Matter Manipulator. Used against fast or well armored enemy targets, to weaken enemy armor to make it far more vulnerable. They can use a multitude of different warheads including plasma, antimatter and photonic matter. A force to be reckoned with. XR-27 Lightrifle The XR-27 is a very powerful hardlight bolter turret as used by the Tankium Syndicate. Capable of compressing light into a solid form, and then it fires that at high velocity. It is a very long range weapon and is very accurate. However it does have a slow fire rate. Thunder Cannon The primary shield shredder of the Federation. Very powerful, but does not cause as much damage to hull. Its powerful discharges come from the large array of Van De Graf generators, which produce electrical charge using friction. the resulting blast consists of huge numbers of electrons, which shields just cannot cope with. Paladin Assault Laser The Paladin is a more powerful laser cannon than the oblivion Assault Gun. However, it is far more expensive and less responsive. Used when very powerful lasers are required instead of cheaper, less powerful lasers. Annihilator Plasma Cannon A slow, high power, high recoil plasma cannon used by larger ships such as battlecruisers. Its 4 barrels carry huge amounts of firepower. The many searing bolts of plasma are bound to cause apocalyptic destruction on anything slower than a destroyer. Its slow turning, high recoil and low velocity are unsuitable for use on, or against, smaller ships. Precognition Missiles Missiles that will never be shot down. They are ludicrously maneuverable with thrusters on each end and thrust vectoring. The worst part is they can predict the future and attempt to dodge a PDC gun before it even decides to aim at a particular missile. It also uses precognition to hit an extremely fast target. Devastator Heavy Laser A very powerful, experimental and high power laser. It is also very responsive but still rarely used due to being very expensive and still in its testing phase. They have been used in combat with great success however, at least on ships that has not drained their entire energy storage while firing. Until recently, not enough have been built to significantly change any wars. Directed Gravitational Beam Cannon The Directed Gravitational Beam Cannon fires.. well.. what its name suggests. Its beam is visible for some reason but it is nearly impossible to counter. As its a gravitational beam, it will go through shields, pierce an infinite number of blocks like a railgun, avoid PDC, ect. It is meant for sniping the enemy from very long range. Accurate and deadly, though it has a massive energy draw. Starlight Energy Chisel The starlight. One of the strongest weapons produced by the Federation. It is capable of easily tearing entire ships, as well as huge energy reserves, in half in mere seconds. Its coaxially mounted unfortunately. Dang, i forgot to hit F8 again. Lance Cannon Another laser, this time its used on the Boson Class Destroyer and is coaxially mounted. Powerful for its size. Newton Force Laser Another laser cannon. But wait, this is the most unusual one of the lot. It does not make holes, melt enemy armour, shoot nanobots or... anything, really. But what it does do, is exert forces on enemy ships. It also has 2 modes, repulsion and attraction. Also smaller ships are thrown around significantly more than larger ships. When used strategically, it can change the outcome of an entire battle. Also, because it does not cause damage, it can be used to manipulate friendly ships. Some strategies include throwing asteroids at enemy carriers, causing collision damage which ignores shields. Throwing allied ramming ships into enemy lines, and then making it retreat with ludicrous speed when its damaged. Force could be applied to the ends of enemy ships, throwing off its aim. Imaginative and creative military officers can use this power to turn an entire war in their favor. Graviton Cannon A responsive, accurate and powerful cannon, the Graviton continues the tradition of building floating turrets. The Graviton is an unusual take on this, however, as the cannon is held on by a ring. This gives it more stability and accuracy. One of the few turrets that's less than 250 blocks. Project Trinity The Trinity is a large nuclear weapon missile. Capable of sending a nuke to another galaxy to devastate a whole sector including its planets. Unfortunately, as the launcher goes well into the hull, the ship must be built specifically to use it. It cannot be swapped out easily like other weapons can. Also it has an impressively slow fire rate. Shredder Chaingun Each round from this chaingun is not very powerful. Despite this, prolonged fire with this turret can tear almost anything smaller than large ships to shreds. Unlike most the other weapons of our faction (apart from lasers), this has an incredibly high rate of fire. Like, ridiculously high. The muzzle flashes make the turret resemble a flamethrower. Sure, the turret is slow to turn but it needs to be very stable otherwise it would rarely land any hits. Multi-Frequency Annihilator X53 A powerful floating laser turret that fires rainbows at the enemy. Each beam can fry an entire ship and theres 7 beams. Anything looking at the wrong end of his weapon will probably be incinerated by rainbows and unicorns. Although it uses just as much power to fire. Z7 This heavy cannon-like weapon was dubbed simply "Z7" for counterespionage reasons. The weapon has 4 huge cannon barrels which will probably go clean through a capital ship. It doesnt even use a lot of power either. It can fire the shells one at a time or, if you are feeling very overkill, it can fire all 4 simultaneously. Unfortunately, apart from the 4 separate barrels, the fire rate is quite slow due to the sheer size of the shells. The sheer recoil, and the slow traverse, gives it a role similar to the Annihilator Plasma Cannon. The Future And, of course, the biggest of the biggest, the best of the best. Project Cataclysm is the single biggest ship ever built by the Federation. Well, actually its under construction. While it is not complete, it is already causing all but the toughest enemy captains to tremble in fear. A 13 km monster, filled with the most advanced technology available to any faction, with a ludicrously powerful superweapon mounted on it, dubbed the Synchrotron. The Synchrotron is fully operational and able to tear planets, stars and even black holes to shreds. It fires huge streams of positrons. The Federation are even experimenting with homing in on enemy ships, using magnet mounted fighters to deflect the positrons. Federation officials predict that eventually hundreds of Cataclysm Class Supercarriers will be built, as shipyards and building methods improve. Another technology that is being discussed is Extreme Energy Technology, which uses significantly higher energies than regular High Energy Technology. One method to generate so much power might come in the form of a perpetual motion machine. They will generate huge amounts of power for no cost at all. Coupled with matter-energy manipulation, these will enable Federation starships to fly indefinitely, without service or repair, constantly on missions far from the ships home base. The first ship that used Extreme Energy Technology is T.S. Singularity, every weapon mounted on it are each easily capable of annihilating entire planets, its shield is neigh impenetrable to the point of protecting against collisions, its armour is even stronger as it is made completely out of neutronium (neutron star material). It is also extremely fast especially for its massive size and despite its insane density. Despite this T.S. Singularity itself, generated most of its power by a black hole which is about as safe as it sounds. The issue with the Singularity class is that every second they are operational they have a chance to completely annihilate itself. Recent ones have improved significantly in this factor but we are still a long way off from reliability. Despite these massively powerful technologies, the final goal will always lie way in the future, virtually unreachable, due to the fact there are so many galaxies and xsotans. The Synchrotron (no Cataclysm pics as its not done yet) Extreme - Energy Weapons Warp Railgun (Prototype #6295) A brutally powerful Extreme-Energy powered railgun by the Tankium Federation. It fires its kinetic penetrator at FTL velocities close to 1 000 000 times the speed of light, thus it has enough range to hit a target in neighboring galaxies. The first Extreme-Energy weapon ever built, other factions' closest comparison to their own weapons is a railgun. Antineutronium Cannon (Prototype #7283) The Antineutronium Cannon is an extremely powerful ship to ship cannon built experimentally by the Tankium Federation. It fires an immense rod of antimatter with the same density as neutronium (neutron star material). To make handling of such massive quantities of antimatter significantly easier, the whole gun is made of antimatter and to protect it from stray particles it has a thin layer of hardlight coated over it. The gunner aims using a camera but other than that it is fully automated. It is one of the few weapons utilizing Extreme-Energy Technology. Considered the second Extreme-Energy weapon, it behaves closest to a regular cannon from other facitons. Black Hole Cannon (Prototype #9524) The Black Hole Cannon is the third Extreme-Energy weapon as built by the Tankium Federation. It is capable of slowly creating black holes and firing them with a device similar to a warp drive. Shields cannot stop black holes, ever. It functions closest to a pulse cannon from most other factions. Tachyon Phase Cannon (Prototype #12593) Similar in function to a Tachyon Obliteration Cannon, but Extreme - Energy, this one is turret mounted. It also sends tachyons it fires to subspace where it goes through several kilometers of neutronium and then a black hole to increase their velocity to obscene levels (67 billion c), the highest velocity the Tankium Federation has managed to achieve. Tachyons decay after 10 seconds, giving them 21 000 lightyears range. Additionally they arent much more expensive than other Extreme - Energy weapons, meaning they could be used commonly in the far future. Thanks to everyone who has read through this thread! And as i said earlier, if anyone has any comments or feedback, say them.
  15. many building games have some way to make rotating parts on certain objects. From The Depths and Space Engineers are 2 games that have this possibility. I have already tried to do a similar thing using multiple ships placed inside each other, however they just clipped through each other (glitch out of their sockets due to a collision bug) one approach to this could be using docked objects. If it was possible to dock objects at angles other than multiples of 90 degrees, then theoretically most of the work has been done already. But i havent seen the game code, and have no idea how it works. To me it just seems doable. Controls might be difficult to accomodate this. I also suggest adding drag and drop code, to program the blocks to respond in different ways to certain events such as key pressed or it finds an enemy nearby. This seems difficult to use, but a modder from another game has done this. That mod is very popular and its surprisingly easy to use. This could all be difficult to implement but i have always wanted a mechanic like this. And in my opinion, docking makes it seem more feasable (possible) than ever before
  16. This would make building for me quite difficult as I use overlapping to make building easier, details and more efficient. Not to mention, this would break the game so hard. Placing a block that is smaller than, say, an edge block I side said edge would cut a shape into it that either the game would think "yo this shape doesnt exist, crash time!" Or it would massively increase the blockcount as the game must use many blocks instead of the 1
  17. A new sector background with very few nebulas - just the stars
  18. A new keybind (such as Alt+C) to dock all nearby objects to avoid the tedium of selecting many ships to dock on
  19. Stacking is a controversial topic. any players do not want it to be around for balance reasons and others need it for their works to even function. It has been discussed many times and I will need a huge wall of text to properly justify it, even then it will be met with massive backlash. As some of you might know, im working on a massive ship of indescribable proportions, known as Project Cataclysm, currently it is at 27 000 blocks and as of yet nowhere near done. 6+ km long, hundreds of hours spent already (its not even close to half done), already my most significant build. Even more time spent thinking of lore, the plot is HUGE. After that i plan even bigger ships. The point? it also relies heavily on stacking, as do most of my builds. If stacking is removed i might as well give up. My Halo MAC, my most popular workshop submission, also will not function. I have some strangely shaped ships in mind and because of this building normally is not enough to give it even viable stats. It cant go bigger either, because of the turret proportions (yes this is that important for the ship). I do not want to watch as many hundreds of hours building go to waste. Many other builders think the same. Stacking allows ships with very overpowered stats. They also come at a massively increased price, disallowing the user to deploy other ships or upgrades. Most of the disadvantages of large ships apply to stacked ships such as crew pay costs. Not like your paying half credits for double performance. The same cost/power ratio. It does reduce the profile of your ship so its harder to hit. As for my builds, i will NOT stack to the point of "15 slot monster in the volume of a ship founding cube". The Cataclysm will remain 6+ km long, and turrets do not benefit the stats of your ship, no matter how stacked. ik the devs are currently far from a fix, and this is unintended behavior, but it should be here to stay. Not in every server however, to make the PVP community happy, it should be a server.ini setting like customBlocksPerTurret and others. It should default to off to prevent new players doing it as well. (credit to Umbral Reaver for this idea). Those that want it enough to edit the server ini can have it, and those that dont want to PVP with it can join servers with the setting off. Those who want to PVP with stacking allowed can join a server that allows it. Everyone benefits. Furthermore, its not only used for increasing stats. I have built a hangar which is functional yet contains modelled fighters inside for details otherwise impossible to achieve. Even the hologram block is stacked in the hangar block, as moving the camera around it can cause corners to appear unintentionally. It is also used for blockcount optimization, and building faster and easier, which have both been done in my Halo MAC mentioned earlier. I have another turret (2nd picture) that uses stacking to optimize blockcount. The section the camera is focused on is why the turret is less than 250 blocks. The visual glitching has been fixed by slightly expanding the glow ring. I am not the only one whos builds would be rendered useless by this. As many of you would know, i am very active on the Avorion Discord, with a grand total of almost 13 000 messages sent there at the time of writing this. We had some conversations regarding stacking too. Some important community members came such as Arakiss and Shadow Doctor K (SDK). I hope this can prove its an important part of many builders' build styles. " I'd honestly probably stop playing the game if they nerfed the stacking. Mostly because their block balance is off, the game drives players into a single "I have big ship I win" mechanic and most of the game is superficial in regards to economy, trading or anything other then the straight line to the guardian to beat the game. All of those are my personal opinion by the way." - SDK "Well I can tell you my modding is tied to my willingness to play. Which is also tied to my willingness to use the ships I've created and enjoy flying. It's a slippery slope for me." - also SDK "building and learning to build is extremely hard for me even simple shaping i cant even do half the time, what little motivation i had has been over the months been ruined by several people on my inability to get better at building, so i started to use a overlap block given to me that is a x8 corner overlap for use in internals, its for a time helped me not worry about the shape of my ships and let me move on but now the devs and admins on this discord are saying overlapping is a cheat or exploit and they might get rid of it some day, will kill 100% of my builds on the workshop, so you see this is why im giving up on building, creative freedom is at stake for me too." - Ren Atlas "I believe them addressing this now is a mistake on their part. That they are affecting a majority, to satisfy a minority. The PvP community has always been the smallest, but also the loudest." - Scrounger Gaming "The examples of how it can be used in a non-exploitative way far outweigh the examples of it being used in an exploitative way." - also Scrounger Gaming "Also stacking just saves so much time instead of wasting my time filling ships with the same internals I’ve done 100 times now" - Arakiss "The day stacking goes away it will be a sad day" - also Arakiss I just spent many hours writing this, i should have been studying Chemistry, for a 3 hour exam in 2 days (here in Aus its known as the HSC). There goes todays 'free' time. I hope, for the love of one of my favorite games i have ever seen, that this will at least go somewhere. Stacking is a vitally important part of many builders' ships.
  20. Legendary turrets are indeed quite weak for how hard they are to obtain, see the turret pictures above none are over 2k dps (or are civil turrets) but on the other hand a direct buff could possibly throw off balance. This new upgradable turrets system will add another really cool gimmick to legendary turrets that doesnt significantly throw off balance I would suggest adding an upgrade that adds independent targeting
  21. 2 new silhouettes for very small and very big ships: Average human and the large hadron collider
  22. More shades of grey between dim grey and night grey would help heaps
  23. more than 3 decimal places in the 'Grid Size' and 'Scale Step' windows my building method requires that i go to 0.0625 which is not possible with the current system
  24. Already suggested this in discord but a colour wheel in build mode so we are not limited to the premade colours would be epic This might not be as easy to use so I suggest this alongside the preset colours
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