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Fidtz

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Everything posted by Fidtz

  1. There is only 1 difficulty on a multiplayer server. Fortunately at the moment, there are multiple viable servers but they are of course small. For a server (or a large community of players that play on multiple servers) to grow, the difficulty is important, not everyone is hardcore etc. etc. . This is hardly a new problem of course. I would suggest that it is the very flat difficulty curve between the edge of the galaxy and the centre that is the problem. Some of that is AI weakness, some is basic numbers.
  2. I know this does not apply directly to a game with changeable difficultly in single player but it does apply to the non-PvP aspects of multiplayer so it is worth bearing in mind: http://jeff-vogel.blogspot.co.uk/2015/09/early-access-difficulty-fetishests-and.html
  3. Ok, so hedgehogs aren't appreciated :D In that case, how about the effectiveness of blocks decreases with their centre's distance from an exterior surface. This effect could make a "swiss cheese" type ship the best option but if the minimum X,Y or Z of an individual block were important too, that would be mitigated since a "swiss cheese" construction would have small blocks in at least one direction.
  4. Prograde indicator and cross hairs are great, although the cross is not quite symmetrical, which tilts me more than it should! Not actually turned flight assist back on after switching it off! Hotkey will be good though. Gyro seems to work nicely but not much testing with it yet.
  5. From a development point of view, I think it would be relatively "easy" to destroy a cube meta by making shield strength (and some reflective component of armour if necessary) depend on exposed surface area, making the efficiency of a cube or sphere work against itself. Leaving propulsion and energy dependent on volume makes a trade off and heads off the opposite "thin stick" meta :D
  6. I like this, since slots have a huge effect and their number is mostly volume based anyway.
  7. The current successful system for designing PvP games it to continuously change and re-balance them and trying to attain a good "current meta" that the players from pro to wood league all like. PvP sucks resources out of a game. This happens IRL too, most major sports have seasonal rule changes, responding to changes in technology and tactics by players and teams. I would hope that PvP will remain a sideline in Avorion as all the above is a huge development sink.
  8. The Yamato was sunk by bombs from small aircraft and torpedoes (that can be launched by small ships). All it's anti aircraft and point defence weapons were overwhelmed by the numbers of targets. Independently targeting many guns most efficiently is not easy. However, as you said, there is no phase shift in space like air and water. A way to add the phase shift back is to add stealth, so that smaller ships can load up huge bomb/torpedo type things, stealth into range , fire and run away. The (obviously fictional) stealth mechanic would be such that the power required increases exponentially based on ship volume. Then you could have stealth breaking sensors that require exponential power for range so they are best used on multiple small craft to cover larger areas. If bigger is always better, then without severe resource restrictions, it makes combat dull, time consuming or to be avoided, as the limitation on the biggest ships (availability) doesn't exist with virtually infinite resources.
  9. Fidtz

    Gyros Please?

    Maybe an option to overdrive, heating up the thrusters for a limited amount of time until the overdrive cuts out due to overheating.
  10. Thank you for a really interesting post, oreganor. Just quoting the bug section as this explains a lot.
  11. The integrity field re-reinforces this. If smaller ships could gang up to attack the engines or turrets or generators, it woulds mean big ships would need to support each other with repair turrets or be gradually whittled away. Integrity fields defeat this, but removing them would probably produce very conservative designs. Maybe small fighters could have a "penetrates integrity field %" weapon attribute?
  12. I have been doing this via Onedrive, copying as suggested. The size goes up as you visit more sectors. I am going to experiment with "xcopy /d" since the sectors don't seem to update unless you visit. This will probably break in the future when persistence is added to the game.
  13. I think this thrusters seem to be fine. They are one of the things that will drive the designs for ships to be "Avorion" designs, rather than any ship design being a drivable option My requests are for a "prograde" indicator to go with the retrograde indicator and a button to toggle all thrusters on/off for slide by strafing and twitch free max speed runs/curves.
  14. Only been playing for a few days and the flight mechanics already feel sooo much better after this update. Was already enjoying before but actually having to fly round asteroids is great. Engine and thruster changes make the building more intuitive too which is better for new players, although I am sad for some of the invalidated designs I can see on the forums. I started with Elite and Frontier and Avorion is both brand new (ship building, multiplayer etc.) and very nostalgic in all the right ways. :D
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