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Rand

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Everything posted by Rand

  1. I notice Avorion updates quite often on Steam, but there are rarely any patch notes except for major updates. But I am still curious what all these changes are. I understand keeping complicated patch notes may be difficult for the team, but perhaps a basic note on what changed would be possible?
  2. Hey Boxelware Team, any thought on finally making computer cores useful again? They are especially needed for rift ships. But at the moment they aren't really useful in normal space, either. 7.5 processing for a 1x1x1 block isn't a good use of available mass, given the huge processing requirements of higher slots becoming available. Maybe bump it up to (at least) 64 processing per block?
  3. Major cleanup should mostly only happen when a player is out of the system. But despawning tiny chunks progressively after a good amount of time while still in-system would be fine. I think there's a mod that looks at the value of debris and starts with the least valuable stuff and won't ever touch valuable things over a certain threshold. That's something the game should do natively.
  4. Like the title says, targeting seems half baked. Currently, this game is missing basic commands that are present in every other game, and are now expected. The sum total of current available targeting is: That's literally the bare minimum, and one isn't even bound (or particularly useful). First and foremost, we need a way to go back a target, even if nothing else. TAB + SHIFT. But in many cases, I would ALSO like to target specific things only. Especially wreckage and loot! I have tried using this horrible system to find wreckage, and constantly find it near useless. And I can find no better method. "Nearest Enemy" is fine, but next/previous enemy would sometimes be useful. (This could be alternately solved with target filters as described below.) "Next Ally" of course needs a way to go back, just like "Next Target" does. EDIT: well, it appears that there IS a way to reverse the selection, for both "Next Target" (TAB) and "Next Ally" (H). You (oddly) hold CTRL and not SHIFT (which is so common, I neglected to think to try CTRL or ALT. That's partially on me). But, after well over 200 hours, I had NO idea, as the game indicated nothing to me. Allegedly there's a loading screen tip, but I haven't seen it. Thank you to the Discord for informing me of this. The rest of my suggestion still stands, though: filterable target lists. Suggestion for improvement: Implement an addition to the lower right sensor panel: add button toggles for various target types like asteroids, ships, stations, wreckage, loot (can't be targeted at all, atm), and maybe more. (Maybe others like torpedoes? Probably torpedoes need a "nearest incoming" direct target key, and a dedicated next/previous key as well, now that I think about it.) When toggled on, they appear in the Next/Previous Target list the keys manage. Toggled off, they can only be selected directly (via middle mouse). But a larger "Sensors" panel can be opened as well. While open, it shows a scrollable text list and maybe additional information about the selected target (depending on modules or something?) Next and previous keys still scrolls through the visible list (highlighting the current one) AND you can just manually (via mouse) scroll through the list and click on one to select it directly. Note that I don't think this should need a new installable module for most of these features. It should just be a basic functionality of the standard sensors. This is an issue that bothers me every time I play, and I assume that I'm not alone. I've been hoping development would get to this for a while now, but it hasn't. (EDIT: it did on part of it, but I couldn't tell.)
  5. Why are computer cores still a trash tier block? They're so expensive in credits and resources, but they only give 7.5 processing per base 10m³ block (1x1x1). (I know it looks like 8, but try to place 1000 blocks of them and see that it only gives 7500 processing power.) Please bump it up to 64 processing per base 10m³ block (1x1x1). It wouldn't be OP. It would just let us shrink our necessarily massive builds a bit.
  6. Great game, but there are still some rough edges, and this is one of them. So, targeting leaves a lot to be desired. The "nearest enemy" targeting key is useful, the "next ally" and especially "next target" less so. "Next ally" has the problem that it's one direction only. I have often missed and wanted to go back a target, but I can't. Adding a "previous ally" key, either J (next to H) or H+shift would be helpful. But "next target" is the least useful and most frustrating. First, it also has no reverse direction key command (like tab+shift, for example) but, worse, it has zero discrimination. Most of the time you are using it for one of two things: 1) looking through asteroids 2) looking through everything BUT asteroids It would make the tab targeting system much more useful if you could toggle asteroid targeting on/off. A simple toggle key with an icon showing the targeting status in the targeting window is all that would be required. Bonus points if there was a three way toggle. Everything, no asteroids, and asteroids only. Oh, yeah. I almost forgot. There are some function key commands for toggling the UI and such that don't seem to appear in any command list. It would be nice to be able to see a full key command list somewhere in-game. Either in the controls menu or an overlay (like when building).
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