Jump to content

Valshala

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by Valshala

  1. Not played the game since torpedoes were introduced due to my pc dying and my laptop struggles.. I'm not really looking forward to coming back to it to be honest.. The update seems like a big FU to players like myself who create small ships 3-4 upgrade slot maximum.. I beat X2 In a pirate Bayamon, I completed Reunion In an Argon Nova. I ain't one of the people complaining about game balance being too easy while at the same time flying around In an op battleship with millions of shields.. The game was fine and if there is no option to disable torpedoes then there is no incentive to travel anywhere near the center.. All that is left for me is trading and building factories.
  2. @Burnthalo Yes, but this is a forum for suggestions. @Shrooblord Lets hope the universe immersion is one of the next things the devs works on.
  3. Your drone can't outrun torpedoes! Jump drive?
  4. New pirate types to hunt the player down is all fine and dandy, but and this a big BUT... Why In the universe would they even consider you a threat in the first place and where are they getting all the resources with zero infrastructure.. Please give a valid game reason for pirates to want to hunt the player down as I already feel like a convict on the run as it is with the present enemy spawning mechanics. Frankly until enemies learn how to use the spacebar they are never going to catch me in the first place even In my starter drone.
  5. Firstly I must point out that with the current spawning method I get the feeling like I'm a convict on the run and It gets mighty tedious at times and is my biggest gripe with the game other than not being able to toggle boost (holding a key 24/7 to move) A) Pirates should have to travel from a pirate station to reach you, the most organic method of this was In (X2 The Threat) Distance from a pirate station would better determine the regularity of seeing a pirate raid rather than a timer.. B) Pirates could better be described as space hooligans as they do not act like I would imagine any pirate would act, they don't even salvage the ships they kill.. The endless stream of pirate raids from the pirate conveyor belt is a tad ridiculous considering they have zero infrastructure to support it. C) If I visit a sector and fly far enough away from the centre and afk pirates and Xsotan will lay waste to it In time, the defenders get wiped out and it becomes a total mess.. The faction owning the sector don't seem to care less unless another faction invades the territory and this needs to change because it is far too easy for the player to delete factions from the map. D) Spawning new defenders for sector defence from the nearest (friendly) shipyard to determine how long they are arrive so if a player etc wants to delete a faction it is going to be alot harder and at the same time feel alot more organic.
  6. No I'm not going crazy... there is a massive non claimable asteroid 50 km from the centre of the sector... however I searched the sector again and found the claimed asteroid behind the east gate >.< The only other time I have a had a glitch was after the alliance update before Laserwei patched his mod and even then it still worked if you were just playing non aligned.. Infact the only reason I create an alliance In single player is because there is less clutter on the map when viewing a sector and your player assets screen (owned ships and stations)
  7. I checked the console the script created an asteroid, but it was a blank asteroid that could not be interacted with... I will test it again later to see if I get the same result.. Aye I have been using your mod since you released it, first time I have ever had a problem.
  8. The mod works fine while in sector, but the haulers do nothing when you leave the sector... After the oos update last year I used the mod and it worked fine oos... What has changed or am I missing something?
  9. Found a bug to squish... If you claim an asteroid and move it while in a faction it creates a dud non claimable asteroid when you go to check it... The workaround is to change the faction status of the asteroid before moving it and then changing back to faction status once moved.. BTW I consider this mod as an essential part of Avorion and hope the devs implement it.
  10. Yes, but I mean automatic and would be good for npc stations too.
  11. Drones for station defence. Have fighter drones for station defence, the drone production and hangers are already there to be used, all we need now is the ability for the station to launch it's armed fighters and call them back if the station is under attack.
  12. Station building missions. Right now npc factions cannot expand empires or claim territory etc. What I am suggesting Is turning them claimed asteroids Into mines and building factories for npc factions, there are a couple of ways this could work. A:- Get station building missions from faction headquaters for specific factories etc. B:- Ability to sell a running mine or factory to an npc faction. (easy option) The first option would probably require a temporary blueprint with a list of resources required and crew needed to run it, the player could add the needed materials and crew to the blueprint and then spawn the blueprint In the desired sector. Reward could be the average price of materials and crew costs needed to make the station and some faction points. For the second option, the faction would have to include the station founding cost to the materials and crew + some faction point reward. It was my idea for station building missions for X3 while testing for and helping Roguey, another modder loved the idea and it made it Into Terran Conflict. I don't care about taking any credit etc I just love the concept so if the devs or any modder would like to try implement this then feel free.
  13. The amount of cargo drones needed to keep production going is insane when I could use a 500 cargo trade ship that costs less than an un-upgraded cargo drone that carries 1 unit of resource per trip.. The cargo drones are nice In theory, but very costly and over complicated to use as it stands.
  14. While waiting for an official trading command I have been using a mod (haul goods). The problem is that I have no way of preventing ai traders from bringing cargo to a station when I already have the required buildings In the sector for the supply of a station.. Would it be possible to use the old permissions option on stations to switch ai trading permissions on or off for a given station? The inclusion of player faction owned trading station that can be built with the ability to choose what goods it sells and buys similar to how docware manager works In x3 would be a great addition. The ability to produce coal and raw oil etc without relying on a mod or shipyards and headquaters building to mark a faction capitol would make the factions update seem a little more complete.
  15. I can see the point being made, but what about players like myself who choose to fly ships no bigger than 3 upgrade slots with quite low hull.. Pulse cannons are already a nightmare for me and I don't even gain the benefit of out flying an ai opponent as they just re-position turrets if they cannot spin on the spot. I think shield ignoring weapons should have drastically shorter ranges to balance them just like they did with mass drivers In X2-x3.
  16. I have been studying traders and ships In general and made my own trade ships using the haul goods mod to work out why npc trade ships were having trouble docking and crashing.. I never played the game before gyro's were released to compare how it was back then, but here are my conclusions from my study. An npc trader who relies on gyro's will frequently have problems even turning into the docking lights because they cannot strafe very well or even strafe at all.. I can make a trade ship using solely directional thrusters that never crashes once ever by following a few simple steps.. The acceleration must by slightly higher than the brake thrust so that the ship can strafe backwards adequately and making sure the ship does not accelerate too fast.. My conclusion is to make gyro's allow strafing or add a strafe drive block and we can see the back of npc traders crashing and acting weird. I would also like to see set docking points for each good traded by a station like numbered docking blocks for example.
  17. I have been using this mod for pretty much the whole time I have been playing Avorion, it works pretty flawlessly for me thankyou so much for adding a vital feature to the game. I have a few suggestions to improve it you may consider to make it perfect and worthy of the devs implementing it.. 1) When picking up a resource make a quick recheck of the factory/station you are delivering too to reduce the chance an npc trader has delivered to the station.. Meaning less chance of having access cargo left over. 2) With beta branch allowing several sectors active to the player/faction how about working on a system where the trader can move between sectors, like setting a certain factory or sector as its base and allowing it to move x amount of sectors away to sell etc maybe dependent on the quality of trading artifact installed. 3) Have the requirement of a trade ship be changed to require a pilot and trading artifact rather than a captain. Why I request this is simple, I have a sector with 10 stations who require 4 mechanics each. The small trade ship I use has 500 cargo without any modifications and only requires 2 mechanics to function.... The single captain attached to this ship In salary is paid more than the 10 stations and the crew + the ships worth combined and I find this absolutely insane. There is no way the galaxy would last more than a couple of hours with these kind of wages..
×
×
  • Create New...