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AvorionCraft

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Everything posted by AvorionCraft

  1. I recently discovered the miniscule side of the game. Yes, we all start out with a drone, and we push and push to become bigger better and more powerful. We can launch fighters from our carriers, but.... we can't actually fly a fighter, and piloting a teeny tiny ship is basically guaranteed death. I was playing with the notion while poking around in the blueprints at 1:0, and discovered how fun it is to fly around in such a tiny ship trying to dodge incoming fire from Xsotan (poorly). There's a problem in targeting. Basically, if you're targeted, you're getting hit (especially for hitscan weapons). And if you're piloting a tiny 500hp ship, you're toast. That's that. So how about a fighter module/corvette? Fighter Module can only be placed in slot 1 or 2 or 3, and if equipped the ship cannot be any larger than the 3-slots. I know a couple of others that play strictly smaller craft while their bigger ships do the big stuff so they can play/jink around with smaller ships. Bonuses: 1 Slot: "Hits" have a 85% chance to not hit (Base) [Fighter] 25% damage reduction + 10%/tech level (Max 95%) Shields gain equivalent damage reduction Shields gain impenetrable (guarantees one solid hit) 2 Slot: "Hits" have a 70% chance to not hit (Base) [Gunboat] 35% damage reduction +7.5%/tech level (Max 87.5%) Shields gain equivalent damage reduction Shields gain impenetrable (guarantees one solid hit) 3 Slot: "Hits have a 55% chance to not hit [Corvette] 50% damage reduction + 5%/tech level (Max 85%) Shields gain equivalent damage reduction Shields gain impenetrable (guarantees one solid hit) New option for Turret Factories-- Miniaturization - Reduce the number of slots for a turret by shrinking it down. Requires blueprint. This would allow for coaxial mounts on ships. Think BRRRRRRRT. 6 slot size 6 coax that does 6000 damage with 18 range can be shrunk to a 1 slot size 1 coax that does 1000 damage and 10 range ((range * 0.5)+1/size) (deliberate diminishing returns)
  2. I still maintain that if you have a teleporter, the docking procedure should be automatic once you get within its radius. Teleport them aboard. Done. No fussing, not dumb dumb brain pilots.
  3. Please resolve this. It hurts my head that this is a thing. If I'm getting my car towed, they don't make me remove all of the contents of the car first. Now if my trunk has been ripped off from getting hit in an accident, well...then we can clearly see my cargo has either been damaged, destroyed, or lost entirely. Please just apply a percentage loss, or something if the cargo bay or bays are damaged or destroyed. If the cargo bays, torpedo bays/tubes, hangars are in tact, there's literally no logical reason outside of "penalization for the sake of penalization" to not include them in the tow. Now if you're playing insane difficulty and a ship lost is gone forever, that's something else entirely. Its expected/anticipated that everything will be gone. I'm sitting here slowly "harvesting" my towed ship husk because it has my cargo, wondering why I don't already have my cargo.
  4. Any ship can have one wing of fighters. But---in order to produce multiple fighters with losses in battle, you have to have multiple blueprints, and a hydra. Not every ship has the room for such things, or have hydra available. Why not make the single blueprint produce x# fighters, where x is number of productions you have? So if you have avorion production and one wing, and you lose 5 fighters, there are already 5 fighters in production.
  5. Idea: Your resource/salvage beam harvested a rock or a wreck. You have a teleporter. Lets just....teleport it to the cargo hold instead of having it fly across time and space. Or point modders to where to go to create mods to resolve this. When you have a titan with 40 resource beams you can get a huge kick to server load with all of the floaties heading towards your ship. Teleport em! Cut server load massively.
  6. I'm running a 3060---yet whenever I need to switch to a different torp, my computer chokes---it chokes hard, and it chokes every, freaking, time. I don't understand why it was built this way. Nobody drags torpedoes one by one individually. Give us a menu option for a text-based torpedo screen with simple drop downs and numbers, please. It doesn't have to be cutesy, it has to be functional. Make the functional first, the cutesy later. Pretty please, with a cherry.
  7. I honestly thought this was going to be part of the captain package. If my ship's main guns are 20km range, I want that captain to do his best to stay at range to avoid taking hits from an enemy. If my ship's main guns are 4km range, then that means that ship was specifically built and armed for close quarters suppression/keep them occupied while the big guns hammer them from a distance. Obviously the ship with the big guns is going to be a little less armored, possibly less shielded. That's what its hull shield (the close quarters ship) is for. Or possible a swarm of smaller dagger range ships too.
  8. Reduction of the built in cooldown for torpedo launches. Would allow the use of torpedoes even in a highly torpedo averse environment (like lots of anti-fighter pirates/pirate mothership) Petty: 10% cooldown reduction Common: 15% Uncommon: 20% Rare: 25% Exceptional: 30% Exotic: 40% Legendary: 50% Other mod ideas to go with it: Torpedo Production MIRV (Torpedo splits into 2-8 warheads at 25% time to target dependent on rarity) Tough - Torpedoes hitpoints increase based on rarity Fast - Torpedoes speed increases based on rarity Thrusters - Torpedoes maneuverability increases based on rarity Module would not be limited to one exclusive - but the cooldown aspect would have diminishing returns. Would allow for a torpedo boat to have mirv, fast, tough, maneuverable torpedoes and make torpedoes a more legitimate aspect of the game.
  9. What's the point of anti-fighter/defense guns if your big guns are attacking the fighters too? They should be attacking enemy ships, not fighters.
  10. I agree---the docking area restriction is much too big.
  11. Its nice that we can pick up torpedoes, but if we're manufacturing our own (mod), it would be fantastic to have a "don't pick up stray torps" button.
  12. Found that four of the eight stations attached to the central spire were constantly spiking at 4000k/ps. Could not interact with them to do anything (equipment dock for example) in order to buy anything. Undocking them launched each of them in a different direction. Also had another incident where I moved an ogonite mining rock to my core system and it launched at 3.8E10 velocity and wound up 14,000km away. Glad its just a mine.
  13. Creative mode needs to have a menu to simply select what chips you want. Its creative mode.
  14. Spent hours---HOURS---gathering the materials for my turret factory to start producing some good guns. I saw a message: "Turret Factory sold 513 Military Tesla Coils for $15,837,246." Well this is a problem---that factory has zero controls about whether or not you can sell. The trade menu needs to be added to non-factory factories.
  15. Have a few alliance ships? Getting nailed by a sudden Xsotan attack? Are your alliance ships escorting you? Don't worry! They won't take damage. They won't fire a shot. This is a problem.
  16. I think the trade box needs to increase with the level of the captain for starters.
  17. This exactly. Once you have unlocked building knowledge, you go up a tier. I'll go one further---make the drone design ...designable. Yes, you're limited, but you could at least put on your own salvage/mining turrets.
  18. If a ship is destroyed and subsequently towed, it loses its class designation--defaulting back to "ship." The same has occurred after the travel command for escorts as well.
  19. "Ok, 20 torps at that guy.... next target. Annnnnd next target is a blank asteroid....neeeeext target...also an asteroid, alright, going to hold shift and manually middle click in the middle of the fight and ope, couldn't dodge that attack I'm dead." 🙂
  20. You probably have a point on the titan. I like to throw ideas around. =p
  21. Its weird to watch when autopilot is going. The ship sits still. You can hear afterburners going. Zero acceleration. This puts the ship at a serious tactical disadvantage if pirates jump into the sector on top of the salvager. No juice to run away with.
  22. Send a tradeship to do a job with an escort. Escort does nothing. Jump into sector, escort is 35+km away doing nothing, not even attempting to get into the fight. Have also run into an issue in which the escort ship does not appear as a selectable ship on the side bar in the map screen, so you can't even manually tell it to attack. Please, until this is resolved, stop allowing trade ships miners etc to even be attacked.
  23. Sector Suppressors - Add a "self destruct" option to these devices. In the ship weapons menu, a "stop auto spin" option. The ship---why does it spin? Does it have to spin? Can we default it to not spin and add a "spin" toggle? With it constantly spinning it makes it more difficult to properly set turret groups based on where the turrets are on the ship. A "Set to solid block #" option when resizing a ship. Meaning the ship will resize to X% +/- whats needed to drop it to a 0.05, 0.10, 0.15, 0.20, 0.25, 0.50, etc block sizes instead of getting a .49999998 kind of stuff. "Vessel X in Sector y:z" under attack! This is useless, as half the time you arrive just in time for your ship to go kaboom. And if you don't have any ships in range you're extra screwed. Yes, "run with escorts" seems like a "fix" but also not if you're limited on how many ships you can have. In all honesty, the chance for ambush should be lowered. It has become more of a chore to try and rescue these ships than anything. You know that they're probably going to die anyways--so really, why bother? Even WITH an escort they can get nailed. I've had a trade ship get destroyed with four 15-slot ships sporting 50k dps in system and the trade ship still got nipped. Why? Probably because the captains of those battleships are too dumb to move within range. This part of the game is very broken. ^"Alert Fleet" - A new command for escort ships that you can set to escort outside of the normal escort function. Allows you to regionalize an entire flotilla or fleet for a region based off of the lowest ship's jump range x 2 up to a max of 40 sectors wide. So any time you get a "vessel is under attack" you can have a follow up "escorts en route" and hopefully have something happen that way. ^When your trade/mining/salvage/etc ship has escorts, perhaps make it so the escorts are actually close to the ship they're escorting? (within 5km) Coming in to the sector to find your powerful escort ship is 50km away from your trade ship and your trade ship is at 35% health with shields down doesn't really help, and basically means escorts are worthless until this is resolved. (Its happened quite a bit exactly like this.) There is a bug with escorts where even though you sent a ship with an escort, it does not appear on the map, but appears in sector. If you jump into sector, it is [every time] way too distant to be of any use to the fight or to attract fire. Ancient Gateways---mark them W/NW/N/NE/etc, or add a compass to the HUD. ^Add a compass to the HUD. This line at the top that shows N E S W, and a side line that shows +/- or Up/Down, which would also help figuring out which way is "up" when positioning stations and knowing how to rotate in system to be "proper star trek everyone seems to always face the same direction" kind of thing, where the compass is based on the ships forward trajectory and not the camera. Add a "Specialization Tab" next to subsystems for a new type of subsystem. Allows you to turn ships into a variety of different types for special area/fleet bonuses. Command Ship [Module Type Enhancement] (Does not stack) Increases fire rate for fleet 2/4/6/8/11/15% Increases range for fleet 2/4/6/8/11/15% Resource Hub [Module Type Enhancement] (Does not stack) Increases harvest efficiency for fleet range increase .25/.5/.75/1/1.25/1.5 km) Increases harvest efficiency 2/4/6/8/11/15% Repair Specialists [Module Type Enhancement] (Does not stack) Increases repair rates for fleet (unarmed weapon mounts) Increases hull and shield regeneration rates for fleet (passive) Military Transport [Module Type Enhancement] Academy trains boarders at an enhanced rate Boarders cost less to maintain Boarders board more efficiently per shuttle Boarders gain skill at a faster rate Titan [Module Type Enhancement] May only be equipped on one ship (ever) (can still be removed and switched to a different ship) Ship speed decreased by 35% Ship hull points enhanced by 65% Ship shield points enhanced by 65% Ship's weapons range enhanced by 25% 5% Increased Hull/Shield points based off of material used to create hull/armor/shield blocks (iron 0, titanium 5, nao 10, etc) All maneuverability aspects are cut by 40% All repairs to this ship both internal and external are decreased in efficiency by 50% Why is a moon attacking us? If Titan is lost, it is gone for good. Dervish [Module Type Enhancement] The ultimate in combat maneuverability. Your ship can bloody dance. Incoming fire? Dodgy McDodgy Face. Think "Descent," Except with a capital ship. With this module, it could be possible to have a massive ship with insane mobility. These bonuses apply from base values but apply after ship mass is taken into consideration, but there's other downsides: Ship Thrusters boosted by 100% - 5% Per extra slot (max increase for 15 slot ship is 25% boost) Ship Directional Thrusters boosted by 100% - 5% Per extra slot (max increase for 15 slot ship is 25% boost) Ship Hull decreased by 50% - 2.5% Per extra slot (max decrease for 15 slot ship is 12.5%) Ship Shield Efficiency decreased by 50% - 2.5% Per extra slot (max decrease for 15 slot ship is 12.5%) Cannot equip cargo blocks Sprinter [Module Type Enhancement] This ship was designed from the keel up to run away, to run in general, and get from point a to point b at a breakneck rate. 50% Thruster Boost 50% Directional Thruster Boost 100% Engine Velocity and Acceleration Boost -50% Hyperspace Charge AI Function: When hostiles emerge, this ship automatically runs the opposite direction at least 200km Puritan [Module Type Enhancement] If this vessel is made entirely out of one specific type of material, it gains bonuses based on the material itself. This means a naonite ship for example, can't have armor, and can't have inertial dampeners from iron. Iron Collision damage increased 100% If collision damage is off, collision damage is on. For you (meaning you do damage). Be mindful of allies. Collision damage taken reduced by 50% Inertial dampeners efficiency increased by 50% Maneuverability decreased by 25% Hit points increased by 25% Titanium Maneuverability increased by 25% Speed increased by 25% Hit points decreased by 25% Structural integrity fields cover 100% more area Hyperspace core unlocked Computer core unlocked Blocks take twice as much damage before breaking Naonite Shield points increased by 35% Computer core unlocked Generators produce 35% more energy Energy containers hold 35% more energy Naonite assembly gets +1 productions Smart hull processing power increased by 35% Naonite blank hull increased hit points by 25% Trinium Inertial Dampener unlocked Hangars space doubled Academy efficiency doubled Thrusters and directional thrusters efficiency increased by 35% Gyros efficiency increased by 50% Engine efficiency increased by 50% Trinium Stone holds same mass as base trinium armor Trinium Armor holds 50% less mass Xanion Xanion Armor unlocked Xanion Shields increased by 50% Xanion Energy Containers Fill 150% faster Xanion Generators produce 100% more energy Xanion Shields Regenerate 100% faster Xanion Cloning Vats operate at twice the efficiency Ogonite Ogonite Armor takes 50% less damage Ogonite Shields are 35% less efficient Ogonite Engines use 30% more power Ogonite Generators produce 25% less power Ogonite Trusters double as inertial dampeners, use 30% more power, but give 15% more maneuverability Ogonite Directional Thrusters, use 30% more power, but give 15% more maneuverability Ogonite Turret Bases act as Ogonite Armor Avorion Avorion Base Hull hitpoints decreased 25% All Avorion blocks have 30% less mass Avorion Shields have no regeneration cooldown--are always in the state of regeneration (even with impenetrable shield module) Avorion Engines/Trusters/Directional Thrusters/Hyperdrive each act as if the block were larger by +1^3 I think I have that right. So if you drop a 1x1x1 thruster block, it acts like a 3x3x3. If you drop a 5x5x5, it acts like a 6x6x6. Avorion Hyperdrive is 100% more efficient Any weapon mounted on an Avorion Turret Base has +2 range and 25% increased firing speed. more coming I suppose
  24. This game needs this so bad. And an implementation of the Trashman mod.
  25. We have a turret block for locking a turret in a direction. We have a turret block that allows for the turret to take a design and apply and have full 360 operation. What we do not have is a turret that can be flipped from [specific arc] to free mobility. Simply put---if an AI is captaining a ship with forward locked turret blocks, the turrets are freely mobile. Because AI captains are stupid and don't know what a turret lock means when it comes to firing their guns.
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