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AvorionCraft

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AvorionCraft last won the day on February 19

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  1. If you hold your afterburners down for max velocity, your energy reserves drop fast. With micro, you can maintain a decent velocity by dropping off your afterburners for a few seconds and then kicking them on again. There's no middle ground, and there's no way to simply throttle up to a mid-point. It would be fantastic to be able to manually control your throttle for a variety of reasons, and it would be fantastic to be able to "supercruise" setting your engines, effectively pulling energy to a point where you're still in the green and positive, but not full tilt burn.
  2. Hyperspace drives cool down faster than the batteries recharge. They're basically not worth having, at least not at the early level. Suggestion: Add a modification to lower hyperspace charge spin-up time Add a modification to lower energy requirements
  3. When a pirate says something to the effect of "we're out of here" or "its too dangerous we're out!" or whatever it is they say, it would be great if there were a modifier on that ship at that point, for a higher grade component to drop. That makes it worth chasing them down to their deaths.
  4. Sometimes I see a really neat computer generated station, and the only way to get it is to declare war, board, create havoc. I would be nice to be able put on a "deep scan" module or something to that effect, and just take the design. It would also be beneficial for other designs like workshop designs that you like. If someone has created their own unique ship and they wish to not share the design, they can simply select a button "deter deep scan" and that's that.
  5. Make Directional/maneuvering thrusters mean something when a ship is smaller. When I see incoming fire, I want to be able to dodge and jink around for survivability. Obviously a solid shot from a railgun isn't something you can dodge, but most other things you should be able to.
  6. Fighters literally latch into a block on the exterior of the ship. No internal space required. Instant launch. Easy retrieval, no more dumdumbrain last fighter that keeps warping from the fighter bay to the engine tubes.
  7. This is direly needed. This feature missing makes playing anything above expert painful, and not in the gameplay sense---it simply makes it generally unplayable.
  8. This would need its OWN tab, by the way. 15 slots is too few once you have a ship past 150m volume as is, particularly with vanilla settings and how turret counts scale. Suggestion: Second tab that is just like the module tab, except that it is specifically for a station module. The computer power/volume per slot is twice the requirements of the regular modules, meaning that the ship can continue to expand and continue to gain functionality---so you could literally build a city ship in eventuality. Station modules essentially turn your ship into a mobile station with limited benefits. As in, just like mobile merchants. Basically, let the players use these for ourselves, and then expand them. Imagine if you will---if a player chooses to frequent salvage yards for example, and has a scrap yard metal trader module, and a coal module, and has plenty of cargo space---that player can build an entire economy around just those two things, fulfilling a purpose of scrap, salvage, and getting leftover/old broken equipment chips. This could also tie in to other functionalities too---such as a "factory dock - scrap trader" or "factory dock - accelerator" module, that allows the ship to dock to that factory and haul it around whereever, and also has a special HUD notice for when merchants are trying to dock to you.
  9. I love this idea. For PVE servers----make these quests available for other players to pick up.
  10. There are a couple of mods for this for regular system gates, but not one for the ancient gates. I agree its absolutely needed. I've jumped through a gate, found out its a dead end, turned around, come through, and wound up backtracking after the long jaunt across 100+km because I had no idea which one I came out of originally. Its a good idea to have compasses on the gates, and also a good idea to have nothing on a gate you haven't been through.
  11. When selecting an item to sell while telling a sales ship where to go, it would be great if the map would highlight in green (for money) nearby sectors that will buy that item. It would make trading much, much more smooth rather than having to consult webpages, notebooks, or spreadsheets.
  12. I think a block count filter would be good for the exact opposite reason. There are servers with imposed block counts on them. Also, don't rag too hard on the low block designs. A fair few of them are early access/alpha/beta designs prior to the knowledge on how to do nice shaping.
  13. Technically, they already are. IF you have a claimed asteroid, search "claim" and it will highlight sectors that you have claimed roids in.
  14. Allow players an option to take an existing station and re-purpose it at a cost. All of the internal workings of a station are disposed of (lets say, you want to get rid of an computer components factory for an accelerator factory and are out of station slots and cant build more in general). Renovation cost = [New Station Type Founding Cost * 1.25] The whole "delete station, build new station founder, build station again" thing is old. I mean, there's a fully set up station....*right there*. "It would also be cool if they re-use the crew transport function to have a faction ship show up to "convert" which would take the same fight time and only work in sectors that are not hazard zones"-Kamots Aside---The crew transport bug that would likely be associated that that idea, change all crew transports to be transportER equipped so that they function within 2km from anything. Renovator would follow suit of course.
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