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AvorionCraft

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Everything posted by AvorionCraft

  1. I'll grant, the superstructure that I have built on TreeCafe1 is probably well outside of the scope that Boxelware had in mind, but it certainly does a fantastic job in outlining an issue with docking that everyone has had. This is hopefully something Boxel has seen by this point, but this is 27 individual structures tied together almost meticulously. When something is docked---it needs to not have the capability of "accidental fraction of light speed" The [edit] third [/edit] screen shot shows an allied shipyard docked to the primary station. It is constantly jumping between 0 and upwards of 120,000m/s to try and do who knows what. Please do something about this in an upcoming patch. Docking gave us a great deal of possibilities and options in the game as well as ways for (as pictures show) to be creative which is some folks entire reason for playing. Creativity. In this case, that station is something like 80 hours of gametime and it is constantly riddled with issues to the point where I'm half way tempted to hit "undock all" and retitle the sector "GMF Ruins" x_x I should not have my alliance's sector popping up with "missed ticks" or whatever to the admin while nobody is in the sector. And that happens. A lot.
  2. all of the modules (and new ones) dealing with velocity and acceleration don't appear to work too well with thrusters/directional thrusters, if at all. A dedicated thruster improvement module would be fantastic for ship maneuverability and especially for tugs.
  3. https://imgur.com/a/a28w5qN This is a sequential "recovery" from the issue. I had seen ping as high as 820,000. Logging in today it started at 82,000, then these messages blasted me. Ping returned to normal after this. Bug report submitted, this post is linked in that bug report (Submitted 1615 08142022 CST) Also please review general report on the DLC:
  4. Increase HP for ancient shield Increase default size of teleporter Barely fits larger vessels Add Research Station tab to Rift Research Center (regular research, dual use) Rift Research Center more mission availability If I want to go into the rift at level 10 or 11, I want to go into the rift at level 10 or 11 instead of having to wait 20 minutes for the sector to reset the missions. Increase the number of missions available to cover all of them instead of random missions Add a scrollbar Don't force players to go do something they don't want, especially if they're prepared for a higher level and reward. Not everyone is geared for every mission. This is basically a "sorry, wait 20 minutes for something else random" debuff. This really doesn't help the player experience. Tested for an hour. Mission I wanted did not come up in an hour. This is not a good experience. Add a timer like other stations Research: Research trash "Systems" and Research trash "Weapons" Honestly---not sure why Boxel didnt just incorporate the auto-research mod and simply clean up the threads. This version of auto research is awful. You get nothing but junk out of it because you can't do anything with it except spray and pray. Add a "research like items" first, so if there are 5 shield modules, it takes those shield modules and researches those into the next level instead of grabbing a shield module, a repair gun, a zerg, a shotgun, and boots. I'm not sure if this was designed purposely to make the user "deliberately click what they want to specifically upgrade" or not, but if that was the direction, its a ridiculous notion. Avorion gives you an enormous amount of modules and guns. Being able to specify what items you can combine should be a key part of auto research. The Auto-Research mod was clunky, but it worked in a common sense fashion. The current research does not work with common sense. If you were to change the trashman mod - or "mark as trash" as two options - petty through legendary weapons and petty through legendary modules, that would also resolve the problem because then you could just research only your modules at least, or just trash all of your junk guns. Research - glad you added auto. Not happy how you did it. Auto-Research mod is flat out better in every way outside of optimization. I went back just to verify that auto research was not being smart enough to say "oh, there are five energy to shield modules, combine those." no, it was "zerg, shotgun, boots, protoss, and bringin them home to you" bow bow bow bow bow bowwwwww Object Detectors - no comment, very cool. But please remove project exodus from the ping list unless you removed its constant blinky blinky. Though I have not tested it, I've been told that avorion does not suffer consequence from rift fog. I think this is a design error. Sort of. Avorion has no armor. Circumvent with "compressed avorion" that's smoother looking and higher hull count (1.5) that doesn't count as armor and costs thrice as much. (?) Cool, more hull skins were added Stability I'm finding low stability within the rift and strategic screen. Moving about, refocusing has now caused me two client crashes. Running a 3060 and ryzen plenty of system resources. Client crash when trying to exit rift Client crash when in the rift no strategic screen Really wish you guys released this to folks running servers for testing before release Client Crash detection: If client crashes/times out - pull the ship from the rift instead of destroying it. This stops players from losing fighters and cargo for something that is outside of their control. If they die they die, but if its a timeout? Not cool. Trade Deal Options with NPC Factions Option to put down credits per hour to increase faction relations until alliance is possible over time decreases jump gate costs NPC Faction Auto-Assist If player has high excellent relations / alliance with a faction and is hit by pirates and gets under 25% hull, local NPC faction will send ships Replaces the "click to make it happen" with "NPC Assistance Beacon" Is fully automatic For non-rift scenarios Rift items Old Research ship. Uses an old script about being followed by xsotan--nothing new here. Boring. research data ok Items you can scan should have far more "wartime" type of logs. eg: "First Office--Acting Captain's Log: Xsotan came out of nowhere at 0847. Fourteen stations were eradicated in minutes along with our entire system defense force. Reinforcements arrived too late, mere moments after the Xsotan left the system in a debris field. Our main power was knocked out and we were left for dead, and the Captain was killed in the first salvo. The Cormorant is sending a shuttle to evacuate--" *Klaxons blaring* "Captain to the bridge! They're attacking again!" "Heaven's hel---" Scan ship Loose ancient subsystem [attempt retrieval + research] Retrieve bodies for burial [attempt retrieval + research] These can be attempted one after the other instead of one or the other Both grant research regardless of retrieval achieved Ancient ship - Repairable Should probably either remove this or add in something that preserves it. Makes no sense that it can set there for thousands of years and the moment you board it it decides it can't handle the environment and explodes within 30 seconds Missions: General: platform (protection and repair) dont have nearly enough hitpoints The swarm attacks are far too aggressive. I can recognize that the intent here is "unrelenting assault" but by the same token, there are other problems that make it effectively impossible to get out if you're not horrifyingly overpowered. Add another modifier to your modules: Mass detection reduction Allows a higher mass by default, so for instance if your base ship is 383.99kt ( :) )and you have mass reduction of say 30% (from 10 legendary modules, 3%/each) then you can go in at lowest detection rating with a 500kt ship. Further, lower mass should lower the intensity of the xsotan swarm attacks as they dont recognize it as a threat threat Gate activators should be invincible. It is beyond the pale that they are so fragile for such a critical item. Trying to dock? Oh! Look! A swarm! It jumped right on top of you! Annnnnnd the gate activator has been destroyed. They should not be constructed of explodium. Really, nothing that is "ancient" should be constructed of explodium--we know via lore that it wasn't their tech that was awful---it was their numbers. Buoys are absolutely useless. Why do the buoys not show on the entire map regardless of where you are? The whole point of a buoy is to navigate. It should have a strong IFF that is detectable by the player only, and specialized to not attract xsotan. They should be invincible objects and/or undetectable by xsotan or treated as non-hostile. Batteries. There needs to be at least 1.5x the number of batteries required on the map. Once detected the player should always know where they are--TAG em! Using an ancient gate in lieu of a handily handed-to-you wormhole generator for a higher difficulty mission seems like a cheap difficulty creator. Why do we not just get a wormhole generator for every mission? I wouldn't suggest it if not for lack of batteries and explodium based gate activators. Into the swarm This one feels good. It is difficult as intended. The damage effects put the player into a precarious situation as intended until they can get enough effect resistance, which is cool. Applied Xenology Bug report submitted 08-11-22 0340 CST Not enough batteries for what is present in the map The map is massive, making 38 minutes for someone improperly equipped an impossibility I was in this map for three hours, had to use admin commands to clear debris from 500+ dead xsotan Update the notes for the mission to include "sector scanner highly suggested" Rescue of lost expedition Make any item that you have touched appear permanently regardless of range. If you have interacted with something, you should automatically know where it is via automation---not leaving it to the player to navigate 3d space. This might have been what the beacons were for? But wouldn't it be simpler to just tag an item? Escape pods do not automatically show on your screen. These things should be LIT UP on your hud as they're mission critical. I'm not talking about the ones that aren't in use. I'm talking about the ones with people that you're rescuing on them. They should be very easy to locate once they've been boarded instead of the player having to squint real hard. That isn't fun---that's annoying and tedius. Xsotan Core Extraction This one is tough. It feels like this is what a hard mission should be. The enemies are difficult. The torpedoes are very angry. This mission feels like Cooperative play is practically a requirement. I would have been able to solo it without admin commands had it not been for buoys not showing up and the gate activator being made of explodium. Unfortunately, due to those two things, it amplified the difficulty 5x+ just because of navigation and explodium. Rare Minerals By this point I've figured out that pretty much all rifts are using the same map, more or less, though randomly generated with similar specific requirements. Rare minerals need to have a different color through the mineral detection. From what I could tell they were all iron. I went through a variety of different minerals and that makes sense for them to be, since rare minerals is a mission that would be available at lower levels. But since they're all iron, there should probably still be a different color of rock for the mineral detector to pick up, and they should be pingable too. The bonus on this map (not sure if bonuses are randomized yet) were the unusual xsotan breeder structures. They're tiny, weak, and they're weak enough that you can blow them up and not know it---which means you lost the sample, because the sample doesn't light up. It should have its own color like a deep glowing angry red so it is visible. Effects New background lightning is awesome New warpy effects are awesome Wreckage List Because of the amount of debris and asteroids, its hard to tell if its by design or not, but its extremely difficult to find anything ---but I'm saying that before considering that that might be what the new pingy scanners are for. Mines Awesome addition Can players make these too? Mine tab along with a [please for the love of god] rebuilt torpedo tab? Teleporter structure Needs to be larger so it cant be bumped and shuffled Teleporter effect needs to be altered from the jumping effect, so the blue energy shadow stays in place. Its a teleporter, not a jump gate. General Crew Transports - give them transporters, because they are DUMB. DUMB DUMB DUMB. Make it so you can transfer crew from 10km away as they have a tendency to just not get close enough, or if you dont get to it in time (station) they'll just sit there and you have to build a dongle from your station to reach them. Torpedo screen This thing is awfulbad terribad. Still. Running even a 3060 it chews up gram hard when doing any kind of torpedo transfer. The torpedo screen causes extreme server/client latency. Its as if it is treating the torpedos as individual items instead of a simple number. Shouldn't it be: Torpedo type ABC Count 123 - One packet to deliver data, let the client handle it Not Torpedo 1 Torpedo 2 Torpedo 3 ... Torpedo 451 Torpedo 452, all server to client data ? Can someone code-wise corroborate that that's whats going on? Torpedo production We need torpedo production. The current mechanic for torpedos is clunky. You have to send a ship out for an hour minimum to get some torps, and its not enough, then do it again, and its not enough. There's a mod module for this that could easily be used and polished that also takes advantage of your other new modules for production. Using a mixture of available materials and credits would be good. Some players don't like torpedoes, and some of us love torpedoes. Players that don't like torpedoes don't like them because of the entire acquisition process along with how easily they're knocked out of the skies. Either add a way for us to make them on our ships, or dramatically increase the cost, damage, maneuverability, and durability of torpedoes to the point where if a player fires one, it's going to do severe damage to the ship it hits. Adjustable economy tick rate: When you're starting out and get your first mine, every sale matters. But eventually once you have a serious economy going, you wind up ticktickticking the server pretty hard. If its possible to do an average economical update every five minutes or ten minutes or even an hour, instead of every time a station sells something it might release some burden from the server side. Example: On Tree Cafe 1, GMF has an economy that ticks every second or two on average with something. You don't have a trillion credit economy from nothing afterall. Unfortunately, this does have an effect on the server, and when you have hundreds of players, well... Should be controllable by highest ranking alliance officers Expedition to the center! Please make this message auto-delete the prior "Expedition to the center" message in the inbox. Its an irritating thing to go in and clear out. Mass analysis and push Captains are dumb. They will stop if there's a single piece of debris in the way. Set a threshold for "ram it out of the way I have places to go" that is adjustable by the player per ship. If a player has a very large mining vessel, its very silly for it to get stuck because of a couple of rocks are sorta kinda in its way. This shouldn't be hard to do, as NPC pilots regularly run into player ships and get mad at them already. Obviously, "run into that factory sized asteroid at .07% cee" is not a desire, but "bump that asteroid out of the way while running 30m/s" is. If there is an adjustable per ship threshhold, it allows player control to counter for outside effects like whether or not collision damage is on. I was under the impression there would be stealth? where is this "stelth" ? Make trade modules stack to increase econ scan range. This would make manual trading far more viable. If I have a scan range of 100 I'm far more likely to actually piece together trade routes myself, manually--highly lucrative trade routes. Add hybrid legendary cargo modules Adds x%-40% extra cargo space +x-xyz extra cargo space Add fleet management to rifts. Add GUI to allow for a player to automatically add ships to the rift flotilla/fleet. Eventually players will have enough modules to add more ships to it, and manually maneuvering ships into the jump gate is cumbersome. You can use the mission gui to do this. Server Post Deployment Updates: Difficulty should scale per difficulty of the rift more dramatically. Right off the bat on an existing galaxy I'm able to roll in slap my .... railgun .... on the table, and just guard the shield carefully and beat an 11 difficulty swarm for loots. Cargo Holds need a "data" option, so that you can ignore all cargo but data. Any Xsotan ship destroyed in a rift below "cruiser" or "battleship" needs to just poof. POOF. The crazy amount of debris is just too much for a server to handle sensibly. Server hangs while in a rift result in your ship being "in a rift" still without being in a rift. You cannot build. For some it is impossible to escape. No avorion jump drive = ship stuck without administrator intervention. Inability to scrap a partially constructed fighters is an issue. Should be able to toss those. Tooltips need to specify in rifts whether or not fighters are affected by rift effects. Just lost 10mil avo worth of fighters, whereas in the previous rift.... they took no damage. Nothing specifies one or the other. Either fighters do work or they do not work. Fighter update. You absolute glorious son's of bitches. I'm not spoilering this. This is amazing. nevermind, its broken. cant get out once in sometimes. Mining/Salvage/Attack Secondary Commands Add options that are: Attack with fighters Attack without launching fighters Mine with fighters Mine without launching fighters Salvage with fighters Salvage without launching fighters Repair with fighters Repair without launching fighters Guard with fighters Guard without launching fighters When telling a ship with fighters and pilots to attack in a place like a nebula, you can lose your entire wing in seconds. Feel like this is a dramatic oversight. Addition of data in the encyclopedia once you have encountered something new. Items such as: What does fog damage What kills fighter craft in rifts What each effect does, in great detail to help players understand
  5. WAS THAT A POTATO? CAPTAIN! FIRE FRIES!
  6. Oh this has burned me. If you dont have enough power to jump and not enough money to build even solar panels, you're boned. A beacon would be quite helpful. Pre-pay for the beacon so the tow or mobile shipyard arrival is free.
  7. This would be very cool. Other thoughts in a similar vein: You are a member of a faction that is seeking to expand---your new stations are the faction's stations, and full accessible to you. They are simply controlled by the AI (with not that much of a difference, really).
  8. Yes. I don't board stations except to discard blocks and sell anymore. It's completely useless. If stations were conquerable AS THEY ARE, then it would be a good mechanic. If I'm boarding an accelerator factory, its because I dont want to spend 2billion+ credits building one on my own. Why would I board one, just to have to make a new one to begin with? Its kinda silly.
  9. This is a great idea. This could also be applied for "this sector is under attack by another faction!" Perhaps a Smuggler Captain being on board/as the captain could hide your ship's identity, fight off the invaders (even if you're allied) so that you don't suffer ill relations. Realistically, if I were the faction being attacked and I saw my "ally" just sitting there doing nothing, I might start shooting at them as a foreign combatant or a spy if the relations were bad or hostile.
  10. I have noticed that the moment you put a coaxial turret on a ship, it gets smarter. It points that coaxial towards its target and things its shooting at die faster. This isn't because its pointing a bigger gun. It's because it isn't whippeting around like a dumb butt. I've watched my ships without coaxials spin around, get dumb, point most of guns away from baddies for minutes at a time until the enemy maneuvers into its firing arc. In fleet operations, that's very, very bad. Presently, you cannot get a coaxial turret that is less than 5 slots, and 6 slots is the norm. Naturally, that means that only larger ships can have a coaxial turret. Add a new block to the game--its invisible, doesn't have a "material" to it (or is just by default 0 avorion to place) and can be placed anywhere. The surface that it is placed upon is the plane/surface that the ship will deliberately point towards the ship it is attacking, just as the AI does with coaxials. Additionally, or as an "or", allow turret factories to convert turrets into coaxials (as well as coaxials into regular turrets), and remove the size restriction so coaxials can be 1 slot. Its already in the game (admin mode can produce 1slot coaxial chainguns for instance), but having it so that nothing changes until/unless a player goes to a turret factory to convert a turret could be greatly beneficial and might be easier than adding an invisible "coax" block. Alternatively, perhaps a "tactics" option for each ship/group would be something that could be considered? Aggressive/Dagger--Ship will close to tight range (lowest weapon's range) and engage (<3km) Aggressive/Assault--Ship will act like it has a coaxial weapon on the point of the ship (determined by engine direction) (Approx 3km) Aggressive/Bombard--Ship will close to a point in which a majority of its weapons are in range (>3km) Defensive-Passive/Bombard--Ship will attempt to keep at longest weapon's range (>6km) Defensive/Retreat--Ship will put as much distance as possible between itself and enemy ships (Xkm) Neutral--Ship is a honey badger, honey badger don't give a
  11. I like this. It would also be good to have a design option for the drone. 200 block design like fighters, allowing players to make their own drones with available materials.
  12. When you are selecting a ship, there is one option for "convert ship to x material" and then a secondary "convert unavailable to blank hull" This needs a reconsideration. "Convert ship to X Material" followed by "Convert unavailable blocks to Y material below X," and then "convert all remaining unavailable blocks to blank hull or framework" So if I'm trying to down-convert an avorion ship to trinium for instance, shields and gyros and whatnot will change to trinium. What about inertial dampeners? Blank hull. Those should downgrade to iron by default. Or an avo/ogo ship to naonite--same for the inertial dampeners, but any armor (ogo) should have an option of downgrading down to titanium instead of right now, where "convert to blank hull" results in a smooth armored ship turning into an ugly brickabracabricks. Further, adjusting the number of slots the ship takes should have more options, up to +/- 4.
  13. Please add a command both on map , autopilot, and strategy screen for a ship to collect all modules in system so it doesn't have to be a manually intensive process.
  14. Laserzwei's shipyard mod covers this, and it would be very cool to see it incorporated into main game.
  15. I've been getting this for a while. Happened when I switched one of my three screens to vertical, but not the primary screen. It doesn't seem to affect gameplay.
  16. Alternatively---cargo is held until buildmode is exited if the player is choosing to cut cargo down--and a message flashes (you are about to lose cargo!) before exiting.
  17. The 1.0 system needs to be put back for minor operations. The 2.0 system works amazing for large mining fleets (eg mine is doing 5mil/hr for trin at the moment) without me needing to pay attention. but for smaller operations? Nah, its awful. It DOES do wonders for server stability, particularly mining fleets with fighters, but early on you dont need a 5 hour op to get 1 hour of materials, nor do you want it. It is quite simply an awful waste of time. A balance must be struck.
  18. Being able to choose which sector is active would be golden, as right now if you have ships in a sector that's inactive, you have to use the 2.0 commands to get them to fast travel to an active sector, or fast travel them further away in order to get them to where they're supposed to be going because "that sector is within one jump of the ship, cannot fast travel"--but wait! there's more!--"that sector is not yet loaded" Also making it so sectors that are not loaded can still fast-travel ships even if they're within one jump.
  19. Supply station is off, too. I want to supply my turret factory but can only choose from my own factories? o_O
  20. Yyyyyyyep. This little issue ruined my day for my god killer. ;_; Still sitting in drydock, hoping to be used again someday.
  21. Exposition as normal text. Bold text as suggestions. The attached images are of a "Dyson Sphere" that was the product of about 60 hours of work, requiring a market equivalence of 100,000,000,000 credits to construct. (approx 60,000,000,000 actual credits, 40,000,000,000 in resources). Though I am sure there are more costly stations out there, I don't believe anybody has constructed anything even remotely as complicated as this one. This was also completed within about five weeks of a full server reset. (Humble brag +1) (Edit: On that note, we might want to talk about economy, as I have officially gamed the system so hard that nobody could possibly catch up to the GMF Alliance.) In the third image, the "tug" that you can see is about 4km long. It is server-max on volume, and is effectively nothing but thrusters with a little engine to move gigaton scale objects around. It doesn't work very well admittedly, but it was enough I suppose. In the fourth image you can see a Star Trek Next Gen canon-scaled Galaxy class inside the sphere. I cannot state it enough. This project was viewed as "Fing insanity" by many others including admins and the server owner too. My gut says that had it not been for my active efforts in doing everything to resolve server load for this thing between inertial dampeners, constantly going in to click on and enter each station to kill the jumpy bug, and actively decancering it, the admins may have been forced to delete the sector just for server stability. Props to the owner for allowing it to stay after all of it considering how often GMF home sector popped up as "oh my god why is this thing murdering my server." Though at this time the station is more or less complete, being an amalgamation of 27 total stations linked through magic and heresy to a single central station which is the "star" in the middle. For some reason I'm lacking screenshots of the completed station before I had to partially deconstruct it to fix the GPU cancer that was afflicted upon any/all visitors. You devs are welcome to join up on Tree-Cafe and request a joining of the GMF (Galactic Monetary Fund) for a quick dock/transport to the galactic core to see it for yourselves. You would need to join the discord and ask for a GMF representative though. They'll point to someone that can help. As always, if you have minerals to sell, GMF will buy them. (the plug cannot be stopped, GMF basically owns the galaxy). I believe that this station has more or less pushed the upper limits of what is even possible to do in Avorion on a more or less totally vanilla server. (Tree Cafe 1) The construction of this monstrous amalgamation was at the very least, exceedingly difficult (and has since still been left partially deconstructed because of these issues and general frustration). Stations/tug would randomly decide to fly off at near light speed upon undocking. There was an incident in which the first Dyson structure was in process of docking a contracted shipyard (alliance member) and it flew away at near light speed. It eventually came to a halt about 5500km away. Rather than shrink it down and bring it back quickly (crew as already in place), I instead elected to, out of spite, send the tug and slowly bring it back just because. That process took about 3 hours, and the risk of it happening again was unfortunately omnipresent. Individual station pieces would randomly jump/jolt (and still do) between 0m/s and 1000+m/s velocity. Reasoning is unknown, but it does occur. Desyncs with this issue can result in undocking and flying/flailing dyson pieces. One of which did result in a server issue, as one of the pieces wound up desyncing and getting stuck inside the bounding boxes of the other 20 stations resulting in the entire 25gigaton (ish) structure jumping around like a kangaroo mouse on speed. The docking process itself was nightmarish, in that the docking mechanism pulls to the center of mass, not the nearest dock. There were times in which I had carefully pushed/pulled/maneuvered massive structures up to the central piece in which there was a docking port less than 2 meters away from the structure, and rather that clip in and latch, it would pull the structure off center. This alone cost at least 20 hours of the process in total. Exceedingly frustrating where it does not need to be. For that, it would be best if you guys would create a way for docks to lock to each other based on user input. A way for the player to effectively highlight a dock in building mode on one, and then go to building mode on the other, highlight the dock that is desired, and then the docking procedure pulls only those two docks together. Edit: A Ship module called "Tug Power" or something like that, that increases the overall engine power, thruster capability, and so forth would be golden for builders like myself. The natural counterpoint would be "ship can no longer carry offensive weaponry" meaning that the ship would require an escort. Naturally this would make moving stations and asteroids to different sectors far more smooth. Additionally, docking is full on broken in other ways. You cannot fast-travel (captain command) with a docked object, as this results (in a documented case with a station) in situations where an admin must be contacted and called in, because the station is bouncing between 200-500km from sector center at literal light speed. There is not enough of a time delay for active stations before they push other objects out of the way. If a station like this were to completely desync for example, there would be a symphony of utter chaos as 27 stations docking ports suddenly start pushing against one another, shoving 600Mt-2.2Gt objects around like they're massless. It is the sole reason that my alliance GMF has restricted access to station management (accidental undock all being the other side of that issue.) An individual station management gui to clarify within the alliance that alliance members may have access to manage stations except stations specifically marked/toggled on the build screen would resolve that. A way to pre-set where stations will be docked and an autopilot module that will line up said docks without player manual manipulation would be a massive boon for such a project for those crazy like foxes to do it, as well as simpler smaller stations. Docking is one of the coolest yet most frustrating things in this game at this time. Multi-hull ships actually cause enormous issues (admin and I to test at some point for your data points). In addition to this amalgamation, I created a multi-hull ship in ship which didn't quite cheat server rules, but showed something interesting. Docked ships inside of other ships or stations create massive latency and makes servers excessively angry. This is a pity, as the entire point of the multi-hull ship was to take advantage of the docking mechanism as it was given. The result was a ship with 2mil dps, insane maneuverability, 1trillion impenetrable shields, and over 2million cargo space within a combined hull of about 400m m^3. It was initially higher but I rebuilt it and shrank it so it could fit inside the passageways of the sphere in the pictures. Basically another fanatical undertaking because I think of things and then do them. It is my hope that you guys will see this, and at some point in the future the admin and I will be able to provide server data that covers this from the development perspective. Summary: Docking is broke as hell, but also cool as hell. Nothing quite like flinging a 1Gt object around like a dervish via a ship that masses in the Kiloton range. It's hilarious. If you join up I'll be happy to show that off too. -Halcyon Addendum: Further enhancements that I can suggest for docking in general (in addition to "hard dock" as kinda suggested by kamots below for the physics engine): Hard dock described: Functionally make docked objects single objects--cut down on server load. I can't think of how the rest of the physics engine would be any different than what it already is. Station Thrusters/Engines: Add engine/thruster blocks to stations with a required module with a caveat--stations despite having the module cannot move on their own, but their engines/thrusters can be operated by a docked ship, increasing the ability of the ship to operate/maneuver the station around. Active Mobile Stations: If Hard dock were a thing with single operating structure physics and station thrusters/engines, truly magnificent structures/vessels could be created. This could be achieved through a new module called something "Mobilization Module" with a similar restriction as the further above suggested Tug module. "Cannot be equipped with offensive weapons modules" and "unique." With only the legendary version also adding in up to 4 offensive weapon slots. This module would allow for a station to be active while being transported, and additionally there would need to be a module on the tug which would dictate how many stations it could carry with it, (1/2/4/6/8/12/16). These would allow players to effectively build city ships that could take their factories to optimal locations (within reason similar to proposed limitations). I had heard rumor of one modder planning something similar to this but I think he's on a boat somewhere in the frozen waters of the Caribbean deep above the skies of the rocky mountains at the moment or something, and that rumor is over a year old. Hard dock would also kill issues with de-sync, allow for multiple-hull ships to operate without issue of desync (it happens a LOT more often than it should) but may also come up with other issues, which would probably necessitate yet another module that I've outlined before as "Parasite/Command" module pairs.
  22. Totally agree. Large ships by default should be slower. The curve for engine requirement to high acceleration needs to be steeper the larger the ship is. Whereas a smaller ship should be default be far faster, harder to hit. There also needs to be a point in which even hit-scan weapons can miss due to maneuverability. At this time, if the AI shoots at you, you're getting hit---regardless of weaponry.
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