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amimai

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  1. This would definitely make sense for the higher difficulty modes, my fighters can't even really do damage to a destroyer mid game that has close to a million HP and is the size of most space stations in early game... they are just snuffed out instantly.
  2. Actually the difference between a small cargo bay, a medium cargo bay, and a large cargo bay would be staggering... A small cargo bay still needs a 1. Cargo handling system(to you know, put cargo in and out) 2. Storage systems (to hold it in place) 3. Climate control 4. Walls (for reference, shipping container has 20cm wall thickness, 15% of its diameter) So for small bays most of your volume is not spent actual storing cargo...
  3. Being able to pull up the XML ingame live would be cool, a basic IDE for praising the various values would even make it quite newbie friendly.
  4. Admittedly I do this via XML editing and replace functions already... xml editing is pretty powerful once you figure out what you are doing.
  5. I normaly build my ships internals, then layer the whole thing in 2x2x2 blocks of cargo holds and slap a layer or 2 of 0.25 thick armour on it. makes my boats fairly durable i have a personal RP rule that my shield can not be more then my ship HP(before modules)
  6. That makes more sense now :D 2mil resources is a new ship for me, not sure if I have a weight problem but them the shticks.
  7. Way too complicated for very little gain... instead of your mine proposal it's more effective just to sell it, warp to nearest resource depo, and buy back from there. Maybe if large asteroid had 1mill resources or something, but 200k is peanuts.
  8. pvp balancing how O.o we can make ships the size of small stars...
  9. i would like some form of ability to build us selves better guns as well bigga gun with moar DAKKA much much MORE DAKKA A cannon, that shoots cannons, that shoots cannons! let them fear my recursive artillery!
  10. Here are the guns in avorion Chainguns: bog standard Bolters: chain guns that overheat Lasers: hitscan pew pew Plasma: anti-shield pew Railguns: long range hits an pew pew Non-normal guns Cannons: work like torpedoes/artillery slow, damaging, ideal for hit and run Lightning: lighting o so very frightening! Mama Mia Mama Mia (Freddie Mercury FTW) it's a pretty cool weapon like cannons but fast reload with queen blasting in the background! Missiles: lets you perform a macross missile massacre! I rather like the weapons as is, they aren't too specific but still have a personality I would not like a situation where the only good gun you have is X and enemy built their ships to completely no-sell X so you die to a ship 10x your size...
  11. Difficulty also effects this. On my max difficulty game the tech level is rather high even near start area, and the turrets are beastly... for reference my ship is just starting to use trinium but has 8000om attack power.
  12. ehh... only 4k omicron firepower? my 7 slot pocket destroyer that I am running in hard mode campaign has 9k omicron damage(and still feels weak), how do you even manage to kill anything?
  13. select all, copy, delete create new ship make a thin narrow spike off the core block delete core block paste ship that you copied onto spike copy all delete create new ship paste use Q and scroll to adjust ship size down there is no limit to how much you can shrink a design...
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