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Sinistrad

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  1. I'll try that tonight after work. Thanks! :)
  2. Now that auto turrets have an upgrade-slot cost it's well beyond time to fix the targeting logic. Even before Beta, auto turrets would often aim at points that had no ship geometry at all, let alone aim for the bulkiest section of the ship. Even when enemy ships are not moving I watch 80% of my shots miss because the targeted point is an empty space in front of the ship dozens of meters away from any part of the ship. There has to be some performant way to determine a good spot to target on a ship that doesn't rely on whatever the current method is. Even targeting the geometric center of the bounding box would be better than the current method (though I recognize this would be exploitable in PvP... but do PvP players use auto turrets anyway? I'll let them chime in here as I don't PvP in Avorion.)
  3. 100 times this. Please god. Or maybe give us an alternate noise that bleeps once when a torpedo is launched but doesn't beep incessantly the entire time the torpedo is in flight?
  4. Things I hate: Having to swap to a sector to command my mining ships there to mine the sector. Why can I not remotely give 'N' commands? This was something I was able to do previously. Swapping sectors to micro manage ships is tedious, un-fun, and rapidly exhausting my desire to play. Captain Missions. The rewards are terrible and the risks are astronomical. Part of the appeal of Avorion was that all my ships were "real" in the game world and never abstracted out to RNG rolls. Now it feels like GarrisonCraft and I really, really do not like it. Reduced hyperspace range. Sure the shorter cooldown is nice but having to jump umpteen million times to get anywhere feels worse (Project Exodus is seriously making me consider just quitting). At least before I could use upgrades to make the cooldown super short by endgame. Now I hardly see the point of slotting hyperspace upgrades at all. Overall the UX has become more convoluted and confusing. Re-learning the game has been significantly more frustrating than when I first played in Early Access. Things I like: The strategic mode is nice. I think it was there in a different form before but this new form is much improved. Bugs? When giving missions to Captains I cannot set my other ships as 'Escort' if those ships are in my alliance. This means that it's a strict downgrade to place ships in my Alliance which I hope is not intended. Things I'd like to see: Some way to group AI controlled ships with captains into groups to make them easier to command together as a unit. (Or if this exists make it easier to figure out.)
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