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AvorionCraft

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Everything posted by AvorionCraft

  1. Torpedoes are anything but rare. Torpedoes are far less complicated to produce than Fighters. Ships can produce Fighters but not Torpedoes. Yes you can buy torpedoes in bulk, but can you buy the torpedo you want. We need torpedo production.
  2. Those regular ships don't launch via fighter command. Those regular ships must be manually told what to do individually or via strategy screen with click/drag commands. Those regular ships can't do things like mine/salvage and transfer their retrieved resources/cargo to the mothership without manual intervention like fighter craft do. Those regular ships can be any size, whereas these are limited to 3 (4 with legendary module) slots only. Made a couple of edits Those regular ships count as ships, wheras these parasites count as fighters once linked. It would be possible with this to equip a 12-15 slot ship with multiple command modules, meaning it would be possible to load a ship with as many as 60 parasite ships, which would then count as fightercraft. Many servers have fighter craft limitations, so these could be total fighter replacements or simply addition to fighters.
  3. As Title Says. A Cooldown Module that applies to any weapon with "overheat." A Capacitor Module that applies to any weapon with "battery charge." Limitations: 100% cooldown cannot turn any weapon into permafire. Thinking in terms of mortars---these weapons are fun. With enough of them you can knock a ship into spins. Its great. Their firing rate is terrible though. Same with rails. Some ideas: Cooldown Modules Flashcooling Module--Gives a weapon burst fire with a longer cooldown Hypercooling Module--Gives a weapon up to 100% lower cooldown (dependent on quality of module) with diminishing returns after a firing rate of 1 is achieved, with each .1 after 1 taking more of the cooldown effect. For instance, a weapon with a firing rate of .6 can hit 1, but can never hit 1.2, but it could hit 1.05 or 1.1. A weapon with a firing rate of 1.4 could hit 1.6. Rotor Module--Gives any 4-barreled gun the ability to rapid fire at a stead rate of 30% above their base firing rate, giving a steady rate of fire. If these existed I would use Rotor and Hypercooling for consistent firing rates with little to no cooldown. Capacitor Modules Supercapacitor Module--Instant recharge of weapon, but the next cooldown takes twice as long. MegaCapacitor Module--Increases internal battery life by up to 100% (dependent on quality of module) DC Module--Straight Pipe to the ship's generators (does not work with other modules above). DPS is cut by %, but increased by the % of power generation over utilization on the ship with a cap of 100%
  4. Non-existent blocks yes. Purely client side like in single player. Does not interact with the server at all unless you load the design in actual build mode. Allows a player to alter creations on the fly in case "sorry you can't do that."
  5. It seems that fighter pilots and captains alike have a huge problem steering an object into an excessively large cavern like structure. I am continually having to go "rescue" captains that can't seem to understand how to captain their ship through a wormhole. The other ships in the flotilla/task force transit just fine. But this one dipstick just can't seem to go forward. This same behavior is present with gates, mega-gates with ships, and hangars with fighters.
  6. I did discover that there is a way, for example "r-salv" "trin" written as "r-salv trin" This does pull up salvage turrets that are trinium. However, this is anything but obvious. A clear search filtration would be amazeballs.
  7. There's a problem with Captains presently. If they're on a trade mission and they get ambushed by pirates, they will sit there. Not only will THEY sit there, their escorts seem to just be sitting there as well. Unless this is resolved---Captains need to be programmed to jump to a sector over with escorts, or fight back. Zoning into a sector to find your ship's shields at 30% and not a single pirate has taken a hit is unacceptable when your ship has 10x the pirates individual firepower. With economy spam and chat there's no guarantee that we can know if a ship is under an attack. Alternative: a notification mid-top-left that shows a flashing angry red "you have a ship under attack" light/icon.
  8. Having a toggle to select specific items would be amazing. Many items when you search for something will come up with many items that don't share much except a simple word search. A Type search would be good. "Salvage Turret" "Chaingun Turret" "Defensive Turret"
  9. There's "Build Mode" but it requires an active ship. "Design Mode" allows a "virtual design of a ship" in game without the use of resources or limitations, and is ENTIRELY client based. No communicating with servers---just the local machine. Once the design is saved, it can be loaded server side. Design mode would be a resource independent, client-only (regardless of whether you are on a server), no-ship-required This would allow a fix for things like: Having to log off a server to design in single player like a Neanderthal because of server communication time "You do not have enough slots" "You do not have access to that building material" Honestly don't care if I don't have access to that material---I need to get into the ship so that I can fix what's missing/in place so that I CAN build it---without having to log off and go to single player to do it.
  10. It really does make absolutely no sense that you can produce fighters onboard but not torpedoes. I say if you can't make torps on a ship, you shouldn't be making fighters on a ship either. Make assembly a station only block if that's the case.
  11. Idea for corvettes. The idea wouldn't be for force multiplication, but for utility. Build a 3 slot ship that's say (in the scenario I'm thinking) made entirely for mining or salvaging that has no real jump capability that docks to a mothership. It works in two parts: Command Module-Goes on the mothership Command Module also acts as a fighter pickup teleporter. Subordinate Module-Goes on the small ship Subordinate Module also acts as a fighter outbound teleporter. The small ship links to the command module upon docking the first time with a regular dock. In theory (for single player at least) you could have a dozen or dozens of them. For multiplayer it would be significantly less due to server limitations. Hard limits: Command Module will not work with a ship with less than 12 slots. Command Module can only control command ship slot count / 1.5--max 10 maybe?. Subordinate Module will not work on a ship with 4+ slots. It would require a special docking block--parasite dock. I see a possibility of a main fleet rolling through a system and departing, while a large ship with several wings of salvage fighters rolls in and undocks 3-7 ships and drains the system of resources like a plague of locusts. With enough tech, these could be quite formidable in certain aspects, and potentially even formidable in battle scenarios. Alterations to the idea could also be differing grades of the modules: Command Module Petty (Requirement, 12 slots) Command Module Acts As a fighter pickup/teleporter Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership +0 Parasite +1 Parasite Perm +0.5km pickup range (Does NOT function as a transporter!--but transporter module enhances this) +0.5km Perm Common (Requirement, 12 slots) Command Module Acts As a fighter pickup/teleporter Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership +1 Parasite +1 Parasite Perm +0.75km pickup range +0.75km Perm Uncommon (Requirement, 12 slots) Command Module Acts As a fighter pickup/teleporter Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership +2 Parasite +1 Parasite Perm +1.0km pickup range +1.0km Perm Rare (Requirement, 12 slots) Command Module Acts As a fighter pickup/teleporter Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership +2 Parasite +2 Parasite Perm +1.5km pickup range +1.5km Perm Exceptional (Requirement, 12 slots) Command Module Acts As a fighter pickup/teleporter Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership +3 Parasite +3 Parasite Perm +2.0km pickup range +2.0km Perm Exotic (Requirement, 12 slots) Command Module Acts As a fighter pickup/teleporter Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership +4 Parasite +4 Parasite Perm +2.5km pickup range +2.5km Perm Legendary (Requirement, 12 slots) Command Module Acts As a fighter pickup/teleporter Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership +5 Parasite +5 Parasite Perm +3.0km pickup range +3.0km Perm Subordinate Module Petty Acts as a fighter outbound teleporter Allows link to Command Module (Must be permanently installed, can not be removed once command link completed while command module is active) Removes ship from ship count once command module is active Now counts as a fighter Boost hull and shield by 25% Uncommon Acts as a fighter outbound teleporter Allows link to Command Module (Must be permanently installed, can not be removed once command link completed while command module is active) Removes ship from ship count once command module is active Now counts as a fighter Boost hull and shield by 25% +2 Defensive Slot Uncommon Acts as a fighter outbound teleporter Allows link to Command Module (Must be permanently installed, can not be removed once command link completed while command module is active) Removes ship from ship count once command module is active Now counts as a fighter Boost hull, shield, and energy generation by 30% +2 Defensive Slot +2 Unarmed Slot Rare Acts as a fighter outbound teleporter Allows link to Command Module (Must be permanently installed, can not be removed once command link completed while command module is active) Removes ship from ship count once command module is active Now counts as a fighter Boost hull, shield, and energy generation by 35% +2 Defensive Slot +2 Unarmed Slot +2 Armed Slot Exceptional Acts as a fighter outbound teleporter Allows link to Command Module (Must be permanently installed, can not be removed once command link completed while command module is active) Removes ship from ship count once command module is active Now counts as a fighter Boost hull, shield, and energy generation by 40% +2 Defensive Slot +2 Unarmed Slot +2 Armed Slot +4 Auto-Turret Exotic Acts as a fighter outbound teleporter Allows link to Command Module (Must be permanently installed, can not be removed once command link completed while command module is active) Removes ship from ship count once command module is active Now counts as a fighter Boost hull, shield, and energy generation by 45% +3 Defensive Slot +3 Unarmed Slot +3 Armed Slot +6 Auto-Turret Legendary Acts as a fighter outbound teleporter Allows link to Command Module (Must be permanently installed, can not be removed once command link completed while command module is active) Removes ship from ship count once command module is active Now counts as a fighter Boost hull, shield, and energy generation by 50% +3 Defensive Slot +3 Unarmed Slot +3 Armed Slot +6 Auto-Turret Allows a 4th module slot Rarity: Cannot spawn outside of core.
  12. Find a scrap yard. Salvage away. Salvage Salvage Salvage. Do something else in another system. "Your salvage license is about to expire!" 20 seconds! Oh no. 10 seconds! I'm in a pirate battle and I'm losing and... X faction reputation -150 -300 -500 -800 -1200 I just spent how many hours/days building that reputation up just to lose it to what? This has been and continues to be a massive oversight. Let Scrapyards sell a permanent salvaging license. Give it a high cost, even. That's fine. Like 5,000,000c or even 10. and/or dramatically decrease reputation lost for salvaging after a license expires. Give it a lee-way, a period of time in which they get upset but don't cancel your alliance.
  13. I would back this suggestion for occupied systems---not systems that are in territory where the faction is not physically present.
  14. Totally agree this needs to be a thing. It would cut out the amount of folks running backpacks with all tractor beams.
  15. I think that if the player is not piloting the ship, all guns should be automatically operated by their crew. Meaning non-player-run player-owned ships should be fully automated, period. A lot of us run just the one ship all the time and use the strategy screen to operate the fleet. Other ships should basically act as though another player is running them. To an outside observer to a player ship, it would also appear automated.
  16. I agree. Having a shipyard with 2,000,000 production that can only make two ships at a time is kinda.... eh....?
  17. I would like to see an implementation of the auto-research mod built into the core game. When you have 800 listed items (many with stacks) its extremely click intensive and hurts the hands.
  18. Absolutely agree. I should not be forced to "box zone" an order like mining or salvaging when I just want to tell a ship to salvage a specific sector from the map.
  19. I think that once a ship has assembly that's a certain % of the mass of the ship, it should be assumed that a ship can handle its own module installs/de-installs. For instance, a 12+ slot ship with say over 100,000,000m^3 volume with 5%-10% assembly and at least 5 Colonel engineers and mechanics as the "Subject Matter Experts" on removing pieces/parts from the ship's systems. Assembly I think requires a shipyard to build, so you can't just install it on the fly. It would require the ship to be designed to have the proper tooling to be sufficient in that regard. For smaller ships, it makes sense to require an equipment dock. Its when your ship can tow 5 equipment docks around and not break a sweat that you find the mechanic infuriating. So while I disagree with another module that allows it---module spaces are sacred---I do think the game needs some smoothing and grayzone for ways for a player to adjust the ship on the fly.
  20. Total agreement. This is fighter 1, landing. Landing confirmed. This is fighter 2, landing. Landing confirmed. This is fighter 3, landing. Landing confirmed. This is fighter 4, landing. Landing confirmed. This is fighter 5, landing. Landing confirmed. This is fighter 6, landing. Landing confirmed. This is fighter 7, landing. Landing confirmed. This is fighter 8, landing. Landing confirmed. This is fighter 9, landing. Landing confirmed. This is fighter 10, landing. Landing confirmed. This is fighter 11, landing. Landing confirmed. This is fighter 12, landing. Landing confirmed. This is fighter 13, landing. Landing confirmed. This is fighter 14, landing. Landing confirmed. This is fighter 15, landing. Landing confirmed. This is fighter 16, landing. Landing confirmed. This is fighter 17, landing. Landing confirmed. This is fighter 18, landing. Landing confirmed. This is fighter 19, landing. Landing confirmed. This is fighter 20, landing. Landing confirmed. This is fighter 21, landing. Landing confirmed. This is fighter 22, landing. Landing confirmed. This is fighter 23, landing. Landing confirmed. This is fighter 24, I have just taken not an insignificant amount...of...acid. OMG THE WORMS THE WORMS THE WORMS AAuuAAAUAauauaAAAuaAauaaaAAAUAUUuaAAAA! "Captain, its been 20 minutes and pilot 24 is still running into our hangar bay and exiting the main gun. We're not sure how he's doing this. "Next time he does it, fire the main gun. Tired of his sh--"
  21. Please allow an all-text option for this screen (select in game options, I dunno). I don't need to see the pictures moving of the little torps. A simple picture of a single torp per type would be beneficial. A text number by the single torp per type would be beneficial. I'm running a 3060 with 12gb vram and it devastates me in the middle of battle to have to swap to a different torp type on a tube. I expected that with the RX470 I was running---not with something modern. Pictures: Spikes from filling Torp Tubes https://steamcommunity.com/sharedfiles/filedetails/?id=2611388288 https://steamcommunity.com/sharedfiles/filedetails/?id=2611388217
  22. Should not need an excel sheet to maintain inventory for turret factories (example). Set up tags for specific inventory. Example: Servo Tag: Specific Factory A, Turret Factory, Blah Blah Steel Tube Tag: Specific Factory A, Turret Factory, Blah Blah Ammunition Small Tag: Specific Factory A, Turret Factory, Blah Blah Steel Tag: Specific Factory A, Turret Factory, Blah Blah High Pressure Tube Tag: Specific Factory A, Turret Factory, Blah Blah Ammunition Medium Tag: Specific Factory A, Turret Factory, Blah Blah Explosive Charge Tag: Specific Factory A, Turret Factory, Blah Blah Aluminum Tag: Specific Factory A, Turret Factory, Blah Blah Laser Head Tag: Specific Factory A, Turret Factory, Blah Blah Laser Compressor Tag: Specific Factory A, Turret Factory, Blah Blah High Capacity Lens Tag: Specific Factory A, Turret Factory, Blah Blah Crystal Tag: Specific Factory A, Turret Factory, Blah Blah Force Generator Tag: Specific Factory A, Turret Factory, Blah Blah Energy Inverter Tag: Specific Factory A, Turret Factory, Blah Blah Energy Tube Tag: Specific Factory A, Turret Factory, Blah Blah Conductor Tag: Specific Factory A, Turret Factory, Blah Blah Zinc Tag: Specific Factory A, Turret Factory, Blah Blah Military Tesla Coil Tag: Specific Factory A, Turret Factory, Blah Blah Electromagnetic Charge Tag: Specific Factory A, Turret Factory, Blah Blah Copper Tag: Specific Factory A, Turret Factory, Blah Blah Energy Cell Tag: Specific Factory A, Turret Factory, Blah Blah Industrial Tesla Coil Tag: Specific Factory A, Turret Factory, Blah Blah Warhead Tag: Specific Factory A, Turret Factory, Blah Blah Wire Tag: Specific Factory A, Turret Factory, Blah Blah Rocket Tag: Specific Factory A, Turret Factory, Blah Blah Fuel Tag: Specific Factory A, Turret Factory, Blah Blah Targeting Card Tag: Specific Factory A, Turret Factory, Blah Blah Electro Magnet Tag: Specific Factory A, Turret Factory, Blah Blah Gauss Rail Tag: Specific Factory A, Turret Factory, Blah Blah Nanobot Tag: Specific Factory A, Turret Factory, Blah Blah Transformator Tag: Specific Factory A, Turret Factory, Blah Blah Gold Tag: Specific Factory A, Turret Factory, Blah Blah Multiple tags would be useful. Alternatively, put the data in the game so that it is already marked for what station it can be bought/sold at. Think on how you guys have the equipment docks set up. Deselect blueprints, guns, modules, etc----do the same but for the cargo holds, except add a hide/show second function. If I want to keep all turret factory components, I would select turret and hit hide. All other items would show, allowing us to not have to manually sort through everything.
  23. There's several issues with shields. 1) They're big and blocky (that's fine, its a block game) The issues are based off of that issue. Friendly (read, allied--not 'friend') fire is stopped by shields. Not just friendly, but own ships cannot pierce shields. Normally this makes sense, and for 99% of situations that should stay exactly as it is. However, if there is an enemy ship sitting inside your shields, you have to shoot at yourself (large starbases for example) in order to hit the bad guy. I hilariously knocked 52million shields off of a shipyard with torpedoes to collateral-damage a xsotan to death. This should be resolved. If a salvager is salvaging scrap for example and the shields are friendly(allied/self) then jeebus let the salvager beams and munitions get through or they sit there for eternity. https://steamcommunity.com/sharedfiles/filedetails/?id=2611363771 Alternatively, make it so enemy ships bounce off of shields instead of going through them---or have them gradually repelled out of the shield blocks.
  24. I have just sent a Tier 2 Merchant or Smuggler (can't recall which at the moment) on an 8.5 hour $350,000,000 trade mission in a 15x15 box. There were a total of 19 systems in that box. I'm not sure if 8.5 hours fits the bill for that entirely. It would be very beneficial if the 'procure' and 'sell' and 'trade' commands had options for "stick to friendly systems" option like mining/salvaging does. It makes no sense for a trade ship to be anywhere except heavily defended systems, and with enough jump range (which my ships definitely have) they should never be in no-man's space, period. I think that an option of "trade within faction borders" would be a significant improvement for procure, sell, and trade. As in, no matter where my ship is, I can tell it "go to faction X" and "stay within borders" and "procure all of my meats" Granted, an escort would be required to *get* there, but that would be a separate travel command. Generate Procure/sell/trade command, precede with travel command ship travels for x minutes with escort ship is now in friendly territory and has no need for escort escort now free to do other things, trade ship does its thing And I think this is possible---as if you look at any faction, you already know how many ships and stations they have if you're allied---or you could at some point at least I thought? Maybe that's in creation/debug mode. Either way I know the information is there. X stations X ships X systems, all known variables. I would argue that selecting "safe mode" within the confines of a faction's territory, particularly with a large, tough, armed-to-the-gills freighter would be good enough to entirely ignore enemy contact. I see several ways this could be beneficial. Added benefits: "Procure me: X-amount Literally anything I can find in this AI's territory" Lets say this AI's territory is 2000 sectors, but 100 systems. That would make an 8.5 hour bill make sense, even with a 30 jump range. Would certainly make getting parts for a turret factory easier, for sure.
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