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Cralis

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  1. I completely disagree. Cooks, supply personnel, accountants, and other administrative personnel do not require 10 years of training and internships before they can be effective. In fact, in a small enough ship these duties are often secondary duties for crew members serving in primary roles like engineering and fire control. And I will point out that you can already hire security (aka hall monitors) right now, they just don't do anything yet. Doctors are highly trained, EXPENSIVE personnel in short supply. It absolutely makes sense that you'd have to hire them. While any crew member could be cross-trained as an emergency paramedic, they will never replace trained medical personnel. While typing this I did think of an interesting idea: wouldn't it be cool if you could hire specialist officers with special abilities? Lieutenant sensor specialist that increases sensor ranges. Lieutenant boarding specialist that increases security personnel effectiveness, that kind if thing. Even better if you couldn't hire them but had to find them through missions like rescues or something.
  2. I think this is spot on, especially the reasoning behind it. In large ships there will be aid favilities spread through-out, even if there are centralized surgical and recovery facilities. Having extra doctors would mean more potentially dead crew would instead recover, while having too few means more crew dies instead and you have to replace them. I like this suggestion.
  3. No reason for the time to increase with distance? That's like saying that calculating the navigation of the Voyager Jupiter probe(s) shouldn't take any more time than calculating the navigation of the Lunar Lander. It's all the same, right? OF COURSE it should take longer. The further out you calculate, the more factors you have to account for, and the more interactions that must be included. And when we are talking about hyperspace jumps, we're well beyond simplified Newtonian physics and into multi-dimensional mathematics that hasn't been created yet.
  4. The fundamental issue is that you'd never be able to carry enough ore to build a bigger ship. And it would be ridiculous to have to mine a little but, add something to the partially completed new ship, mine a little more, add a little more, etc. All while fending off pirates and Xsotan. And even if this doesn't bother you, most players will find it frustrating. The obvious way around this would be a fleet train with cargo ships. But the game doesn't really support this yet with the wholly inadequate cargo transfer UI. And I'd have a further issue with it in that the AI controlled ships don't understand the concept of who should flee (your cargo ships), escorting the fleeing ships, etc. And there is currently no way to send cargo ships to a station to drop off minerals, for example. While it is a bit "meta" and unrealistic, the game needs significant progressions before this should be attempted.
  5. I get the point about stasis pods and not being able to brung crew out of stasis in your cargo hold. But an alternative possibility is: if it lists the empire that the crew belongs to, and you deliver to the proper facility owned by that empire, perhaps they become available to hire? If you deliver to the wrong empire they don't become available. If they are pirates, I like the reward idea. And if you really wanted to incentivize this behavior, make the rescued crew have a chance of being anyone on the ship with chances for levels of experience. It would be neat to find higher level crew or even officers or captain this way.
  6. This could also be where you are when jumping between sectors, while your staring at the "press space to continue" screen, instead of sitting out where you can be shot or have others jump into you (in the case of a gate). It makes a LOT of sense in that context and supports your idea. Instead of jumping to the same sector, maybe you could log off while at the "space to continue" screen?
  7. Oh man, I needed that laugh today. Thank you. But you might be on to something. I think it might be closely related to the autofire loop of: Is there a target behind me? If yes, point to the left and stop firing. If no, point to the right and stop firing.
  8. My whole group would agree... but ONLY AFTER making cargo transfers work like a slider or something. The current "one item per click" is pretty bad and until then the mail is needed.
  9. This is what I thought the situational mode was going to be. I still haven't figured out how that is supposed to work... how about "autotracking" ?
  10. Right now there is very little independent (non-faction) traffic. You can't be the only independent person out there... so where are the other independent traders, bounty hunters, explorers, miners, etc.? Once you have independents you can have territorial disputes over mining, smuggler detected by locals and running (do you help him or help stop him?), etc. And in conflict zones I could see military bases giving you missions like "find and destroy enemy flagship", "board and capture enemy scout", or even participation like "scout enemy facilities in sector xyz" or even capturing enemy facilities to capture and control sectors. There are lots of possibilities depending upon how far they want to take the conflict zone concept
  11. In my opinion, there are three impediments to letting me handle my ship as a ship and not an oversized fighter. I'd like to make a suggestion on how the UI could be tweaked to overcome those impediments (in the order of importance): #1 Rotating the view independent of the ship needs to be a toggle This has been discussed to death elsewhere so I won't belabor the point. Using CONTROL needs to be a toggle not a hold-to-use key. Or at least, another keybind for such a toggle added. The point is that if I'm going to try and use weapons on any facing other than straight ahead, I can't anchor my hand on control as it limits my ability to press other keys, specifically the weapon groups. #2 Turret commands need hotkeys Ideally I'd like to see the ability to press a group number then have hotkeys for the following: -- toggle group active/inactive -- toggle independent fire/manual fire -- attack my target -- change targeting parameters: prioritize closest enemy -- change targeting parameters: prioritize enemy shooting at me -- change targeting parameters: prioritize fighters -- change targeting parameters: prioritize closest friendly (repair turret) -- change targeting parameters: prioritize most damaged friendly (repair turret) (and I'm sure there can be many more targeting parameters) And if we ever get point defense that can operate in defensive mode against missiles or offensive mode against fighters, a hotkey toggle for that too. #3 Turret limit should be on active turrets, not number of mounted turrets So if I have a limit of 4 armed turrets, that should mean I can only have 4 armed turrets active but have more than 4 mounted on the ship. Why? Because it then lets me mount turrets on multiple sides of the ship and use only those facing the enemy. This would allow me to make some meaningful choices. Do I activate all four on the port side so I can do a full broadside against my enemy? Or do I activate 3 on the port and leave one starboard active to shoot at the fighters on that side? Or do I make 1 independent turret active on all four sides of my ship while I concentrate on trying to dodge asteroids and reach open space where I can really fight? Maybe we need a hard limit of turrets like x3 or x4 whether they are active or not. But if you look at the turret limit more like a fire control limit, you can see that having weapons mounted all around the ship is more possible without losing the fire limitation we have now. Another possibility could be that turrets take some energy to mount, which would create a natural limit on how many you could mount independent of how many you are allowed to activate at the same time. Bonus Idea: Now that I've been playing with multiple ships, it would be really nice if the upper left would display telemetry on health, distance, and current actions of both players in my group AND captained ships in my squadron. Captained ships is far, far more important than players in my group.
  12. I posted some similar ideas here, in refards to having the backgrounds give meaning and context to the sector https://www.avorion.net/forum/index.php/topic,2920.msg16003.html#msg16003
  13. I'd rather see the ability, in the designer, to see the ship in layers. That way you can simply move up and down the layers to find and select the blocks you are looking for. Most if the time I need to select interior blocks is because I want to upgrade the material used to build it (e.g. upgrade a titanium generator to a naonite generatir)
  14. The background is just noise right now. Imho it would be far more interesting if the expanded backgrounds you suggest had meaning beyond being a pretty picture. Some examples: planets with belts: asteroids shift and regenerate, since there is a whole ring of asteroids and you're only located near a small part of it pulsar star: the intense magnetic fields stop shields from working. dust fields (aka "foggy sectors"): lasers, tesla, lightning, and plasma weapons (aka energy weapons) are severely degraded due to attenuation through the dust nebula storm: every so often the nebula lights up and everyone is zapped for damage. Probably destroy all launched fighters. etc. I could come up with a bunch of special sector ideas like this.
  15. I run a dedicated Avorion server on my beastly machine and then run the game to play on the server, so my family can play over the LAN. I decided to do a creative singleplayer game so I could build some ship designs to determine resource costs and save the designs for later building. When I entered the game, it logged me on to the dedicated server. I left the game, came back, and the second time I exited the server-instead-of-singleplayer it crashed the client AND the server. Worse, it corrupted the server's data files. Unfortunately I restored the directory from backup before thinking that I should check for logs. I have not tried to replicate this as my players were pretty vocal in their dissent on further interruptions. If I get a chance I'll do it again to see if it happens and I can capture some logs. Also, my daughter was playing around with the dedicated server and discovered you can delete the dedicated server world from the client while the dedicated server is running. I'm guessing that is also a bug...
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