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cy414

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Everything posted by cy414

  1. forum amplifier effect. forums generally amplify the voices of players with a drive to be involved. though the general body of players just want to play. would i myself like to get exactly the turrets i want for a given ship? sure. in the short term anyway. the problem is, if you arent VERY careful, such a system would kill gameplay. even if this was just an sp and co-op game, without a lot of balancing to add penalties to counter any bonuses, it risks leaving the player completly overpowered against the npc's. it'd be launching avorion like its some broken end of life mmorpg. wheres the playability, let alone re-playability, if the game isnt balanced, resulting in one design being just better than any others. if this is something that can happen, its already a fatal problem for game balance.
  2. if you want to move the mass of your ship, it doesnt matter how geometrically significant the point you mount them to is, if they are too small. since if they are small, they will be weak. simple thing is, a lot of scifi ships, especially from older series, where made just for looks, with no consideration to function. especially with mainstream sci-fi like star trek or star wars, those ships moved by plot magic.
  3. cant help since i dont understand this stuff well enough to change stuff without likely breaking the game. but from what i have read in the files, im guessing that removing ship = ShipGenerator.createCarrier(faction, MatrixLookUpPosition(dir, up, pos)) else from scripts \ sector \ factionwar \ factionbattle.lua might do it. if someone cares to explain if that would work or break stuff i would appreciate it.
  4. im currently assuming that this is a feature that will be added once the ai path finding has been worked on. as it is, their navigation is a bit weak.
  5. for gameplay reasons, i agree turrets should all be capable of auto-firing BUT, i dont agree that player ability should be completely removed. making sure turrets have no target prediction when auto-firing would achieve that. possibly an accuracy/track speed(slower traverse etc) penalty as well. excused by the idea that the player controls the main targeting systems, but when auto-firing, guncrews use local targeting systems.
  6. the problem with the overlapping seems to be the root block, that very first block you start a new ship with, that seems to be the snap point for the copied blocks, so if that root block in inside your ship not on the outside then you're stuffed. although there is supposed to be some way to change the snap point by holding the left alt my workaround for this is to order a tiny ship from a shipyard, delete all but the root-block, which will also be tiny, then apply the shrunken ship-plan to that.
  7. generally, for AI controlled mining ships, you actually want it to have poor manoeuvrability(with breaking thrust being highest (due to how the ai flies)), so that the turrets can track their target faster than the ship turns. yes, you could put the extra turrets on your main ship, and that would be faster, but also more boring. and you would have to stop to deal with xsotan & pirates anyway. save the resourcer ship up there to your computer and put the file in C:\Users\???????\AppData\Roaming\Avorion\ships its far from optimised, but it does the job.
  8. thats not a corvette. its barely a drone. this game functions on a whole other scale to what you are building for. here is what i use as a low level mining ship http://s000.tinyupload.com/?file_id=97500808151565470282 and here is a low level scout http://s000.tinyupload.com/?file_id=09463219022984311149 a fighter or corvette would be bigger than these
  9. my own preference is that ships like this should snap in half due to the difference in velocity between different blocks. though really, the issue there is, what mass are those ships supposed to be, that a few projectile rounds make them spin like that.
  10. actually got this idea while playing world of tanks after watching a few armoured warfare lets plays
  11. would it be possible to remove the hard limits of weapon range, then depending on weapon type; use velocity & spread to determine effective projectile range. use damage drop-off to determine effective energy weapon range. use delta-v to determine missile effective/guided range. this would fix the issues faced by salvage/mining fighters turning away at the last moment, and npc navigation not getting close enough to do any damage. it could also provide a nice way to tell the ai when to fire or not. for kinetics the firing range could be linked to the accuracy(spread) energy to some % of the damage drop off curve missiles, to some aspect of the targets (that word for change in position i cant remember...), so that the ai know not to fire missiles at targets that are moving around a lot. would save having to tell the ai when to fire for each individual weapon range, since at the moment it fires lasers at targets too far away, and sprays chaingun rounds with too much dispersion.
  12. there is a chaingun variant that already burst fires. the thing is, "burst fire" is already used as a weapon mod. i do like your nanite weapon though. it could be modified by "nano-laythe blocks" on the firing and target ships. nano-laythe blocks being blocks that boost passive repair, and passive defense againse nanite weapons.
  13. its more, trying to find a quick hacky way to add resizing ships to the build screen. since if i save the whole ship then the root block overlaps. but if i save everything but the rootblock(currently by designing my ships with access panels...), i can just select the ship as a preset shape and resize it that way.
  14. rarely fighting one target outside of clean-up. pitch keeps my profile low against the front or rear target since am flying at or away from it. roll keeps my profile low against ships im flying past. typically my fighter/scout ships are flat like an aeroplane, rather than tall, so more area to put thrusters on the dorsal and ventral sides. the bonus to this is my Y axis (up/down)acceleration is also pretty good. i could give a stuff about the cube meta. i find it fun buzzing around too far away for lasers to hit me, and low proflie enough that 90% of shots just fly past me. cube meta could be broken instantly by 2 things. npcs/players that could cloak. npcs/players exploiting soft/blindspots in firing arcs. and if the two could be combined, it'd make cube meta dumber than voyager borg.
  15. the definition you posted saying "more buff and heavier battleship" is the badly written action movie definition. dreadnaughts are a sub(ie less than) battleship class, with a single calliber of main armament. they are obsolete because armoured cruisers and pocket battleships where both superior concepts, and did the same job better than a dreadnought could. tl;dr, the best thing about dreadnoughts is their name. all they really are is a proof of concept/testbed/prototype for battleships
  16. depends entirely on the ship, and the things a want to shoot with said ship. my mining ships are always mostly iron with "durable enough" strips to put turrets on, with low pitch & yaw and no consideration to roll at all. fighters/scouts, will be very high, with extra emphasis on pitch & roll to aid evasion and minimising profile.
  17. its due to your starting level of applicable knowledge. if you needed to ask the first step about where to put other peoples mods/files, its highly unlikely you would know how to change the game files. your aptitude for learning wasnt referenced.
  18. is it possible to get a mod for build mode that excludes the root block of a ship from the group/frame select feature in build mode?
  19. fair enough. the thing with minmaxing is, its based on exploiting game mechanics, and is largely restricted to mmorpg games and their inherently and deliberately broken game balance. all of which can be countered in understandable ways in a game like avorion. want to minmax for dps? lose aoe, lose duration of fire want to minmax for single shot? lose accuracy, lose rof etc etc. think of it this way, you could put a massive wall of MGs the size of yamato's turrets, but they will use all their ammo/overheat very quickly. put a 50" gun on a cruiser, you wont hit jack due to recoil. want to have armour protect you from all but the biggest hits? move so slow anything will hit you. hence a thread i made about linking curtain weapon characteristics http://www.avorion.net/forum/index.php/topic,2718.0.html it lets the munchkins come, it lets them maximise what they want, but leaves them weak to anything outside what they specialise for. and both people and npc's could adapt to exploit their weaknesses. meaning the games environment would turn their minmax into just bad design
  20. this is on the assumption that much larger guns, possibly even player designed guns are eventually going to be ingame. and maybe maybe this is done some-way already and i missed it. would it be possible to hard link certain gun attributes? so that for example if a player designs/crafts a laser/tesla, its damage is always some % of the power it uses? or if the player descigns/crafts a cannon that fires a massive shell, its velocity will go down proportionally as a fixed system? or if the player designs a super high rof chain-gun its spread will always increase? (im not writing all the factors that could sensibly be used, since that would be a messy text wall (per weapon type).) since this would provide a unified, or at least consistent system/foundation on which guns where made that isnt just building an i win button. but is providing a way that players can choose how they engage
  21. thrusters are getting a big overhaul in the next(i think) update. which is coming soon.
  22. would this be possible? that way people could roleplay their favourite scifi ships with the shield tinted to match.
  23. im not saying it was the server. im saying it was your pc. skipping fames like that is most often caused by either the cpu or gfx card on your pc getting choked.
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