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thedude

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  1. Hi Echo. :) I've a thread about my factory network on Freerealms (great server) connected through a holo grid here on these forums. I put 14 or more factories conducive to producing the components for launchers and lasers. What i found is there was little incentive to building these factories on any sort of large scale. Once familiarized with the process I would slide the credit cost up to around 30000 and check mark auto filling crew requirements, so transporting the factory to its location would not be a chore. I noticed little difference in the speed with which the component production would take place, once stocked with ingredient supply, in relation to the size of the factory. I might be incorrect on this point. To be honest, right now i'm not sure why scaling the factory size is an option, outside of the one obvious factor, that being shield size. Far better to make a smaller factory and add shields once its converted in its spot. This is likely an area that the devs plan to implement changes. but who knows. The factories work well though despite their small credit cost and size. :) Having 14 factories (with average of 70 crew) and 3 relatively large cruiser ships (between 600 and 900 crew), i'm still fairly easily able to keep up with the pay roll (need to beat guardian into submission on a routine basis if i'm logged in though). I really wouldn't want to try and keep up with the costs if they were any bigger than they are currently are, not to mention add any more factories to the chain at this point. Things i'm curious about include: 1. If your logged out and another player is in a sector with your factory, do your crew draw a salary from your credit pool while that sector is active, even though your not in game? 2. If other players purchase from your factories, do you get paid in credits for the transactions? 3. When logging out and giving orders to "guard this position" to sentry ships in the area of your factories, will they protect your factory chain for you will your logged out? 4. Will devs be implementing a means to lock in a reserve of inventory so that you don't have to pull vital turret components from inventory before you log out to avoid the risk of someone just buying them up. It is a bit of a pain to clean out cargo holds with out building a holo transport network (which works very well for passing inventory to a ship dedicated to being a storage vault). Another method of inventory control would be to add a 'F' dialogue option where you can close or open the factory trade option, thereby locking in your inventory for your own use. I bet they've already thought of this. :P
  2. double post - please delete :P thx!
  3. You know it. :P Them kids are always after me lucky charms! ;)
  4. Hello av forum. Just wanted to share pics and ship build xml here of Factory Chain i built with a holo comms transport network, connected to a storage vault where i keep my top tier ingredients for the best weapons in the game. (Holo Comms Network below) /Edit - This was my first attempt at trying (with difficulty) to replicate the Aliens Derelict ship that belongs to the Engineers. I know its not that accurate. :P I would love to see someone with more time and talent do a proper looking one. However, i did build 15 maxed Avorion Launcher seeker turrets (closest to viral Xeno pots i could pick) and 5 maxed manufactured avorion lasers for it. So it boasts more than 132000 omni (missing one launcher in photo) on a hosted server i do not own. I paid the real price for these turrets in sweat and tears. :P Please note, function before fashion. So the armor is very thin and i was eager to not add too much additional weight and for that matter the cosmetics did take a pretty solid hit. But i'm happy with it for what it is. Derelict Ship Costs: 1719 Iron, 59 Xanion, 29975 Ogonite, 560025 Avorion For some reason the xml file size is being called too large so i've uploaded the xml to my own host @ http://www.modvid.com/avorion/DERELICT27.xml (to download right click >save as) Thanks for having a look. :) /End Edit Playing on Freerealms server. Fantastic server. Thx Mutie! Ship was built UN-mirrored, but is symmetrical. Holo Comms Network SHAKANE V39.xml is the black and orange ship with hanger. SHAKANE VI5.xml is white blue and orange ship with out hanger and broader window. SHAKANE_V39.xml SHAKANE_VI5.xml
  5. Saw the Free Realms thread here. Great to see. Have been on there for more than a month now. Great people on there. Some peeps who i enjoy taking down the guardian with regularly. Resource maps helped immensely Mutie! High Capacity Lenses. i searched forever and realized later what i'd been missing. lol Making great use of them now. The top manufactured Avorion Turrets are a bit of a chore to make, but man are they good! Thank for the Awesome Server Mutie. Still planning on donating when my lay off is over and there is something in the coffers. For now i hope my gratitude with suffice. Sincerely, Thedude (shakane on FreeRealms)
  6. Hi Griffon. I felt a little bit the same way, despite the fact that the game is still in early release, i started to feel sorta listless once defeating the guardian a few times. However, the large factions are in the middle as well and they have all the same amenities as the outside. Problem is, i've found most, if not all factions in the middle were abhorrent relations. Finding their headquarters where all their good facilities are (they won't talk to you) can be difficult. Gaining favor with them will require some resolve. (sell asteroids in nearby sectors or defend against xsoltan while they attack you) I've read (not sure which thread) that manufactured Turrets are the best in game. Turret Manufacturers provide improved quality by element (up to avorion) in the center. I've found and made friends with factions with Turret manufacturers at 52 from center and they only provided Orgonite Turrets. So i'm assuming that will need to be inside 50 to be Avorion. Just a guess, but i bet i'm right. Anyway, if your power playing your way on your server to OPness. Manufactured Avorion Turrets made at facilities near center are apparently the way to go. So put on your nicest hat and try to make friends. :)
  7. 1. If you can key lock your fire button in the on position (I use keyboard 'K' with a tooth pick to lock it down - or free move your mouse to weapon indicator bars and right click "attack target" if you have independent targeting on your weapons) , as long as you hold the fire on, any Xsotan that warp into your sector won't attack you while you mine or salvage. The trick is their AI is set to Neutral until they detect weapons fire. If your guns are already firing they will ignore you, allowing you to salvage and mine to your hearts desire. Just don't stop! This only works for Xsotan and does not count for pirates that are attacking the sector. (requires sufficient energy production) You can wipe a sector clean of Xsotan and any that warp in after will be neutral. 2. Get close. Target weapons that target you. When you take out a weapon, the AI will reallocate the turret to a new location on the ship your attacking. Sometimes the turret will end up being placed on the opposite side of the enemy ship where it stops targeting you if you remain adjacent to the ship in the same spot. (especially effective against final boss) 3. ZOOM and read map! I've read countless "I can't find quest" posts. Most important thing you can do when landing in a new sector is press "M", mouse over your position on the map and you will read which ships are in your sector. Next is minimize the map and then zoom out with the mouse wheel. You will see beacons flashing with a grey icon when zoomed out far enough. Your ability to scan the sector in the Zoom state is exceptional, it would be a shame to ignore it. 4. Don't underestimate the Object Detector upgrade. Especially in the early game when credits and turrets are really needed. It only takes a second before you warp out to pop it in and see what there is. Amazing rewards that keep the crew happy and arm your ship. :) (I suffered by ignoring it) 5. Don't worry about covering thrusters or engines with armor (particularly in early game before shields). They will still work properly. My intuition was to leave them exposed in order to operate and that will lead to them being destroyed easier. I used the logic that the thrusters and engines were placeholders for gravitic propulsion and did not need to be exposed to justify. 6. Unless you need the credits, save your spare turrets and upgrades and use them to research the most powerful augments in the game. Credits become easy in short order. Learn how the research station works (its tricky but important). 7. Not all unique encounters (quests) take place on hidden mass (yellow) sectors. If you have this misconception you can be jumping forever looking for the "AI Boss" or Pirate Swoks who are on an empty sector. Very helpful to learn the sector distance from the core for each quest and concentrate your search in those sector ranges. If you don't hit the quest within 8 consecutive jumps there, you might be targeting the wrong area or sector type. (see [spoilerS] Reaching The Core https://www.avorion.net/forum/index.php?topic=502.0 8. When constructing your ship it is best to utilize rotors for your ship orientation and thrusters for strafing up and down and side to side. While thrusters will attempt to assist in directional orientation, they are not optimal for that purpose. Rotors can be constructed to rotate your ship in all 3 axis by holding the 'R' key and clicking the rotation tool tips that appear. They are far more responsive and faster at orientation.
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