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TheWitherSheep

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  1. I think he just means that you mark the object and like commanding vessels around you could say "add bookmark". Maybe the sector pops up at a user defined color? Would be cool to define your own trading routes that way. Maybe you could mark trading routes in future updates? I'd suggest they would look a bit like wormhole-trails but colored.
  2. You know what I meant with instant-flee, right? ;)
  3. Yes, I know that too. I'm doing that always when I go into an enemy sector. But it would be unfair if you forgot that and you could still instant-flee.
  4. To answer some of your questions: You can easily look onto your map (press M ;) ) and hover over a sector to see what is in there. Then, you can actually see (I think just where you are placing your block) what kind of material it is by looking at the color of "Crew Quarters". But it would be cool to see that if you could see that after placing the block. Also I agree with goto. It is really getting on your nerves if you want to move something somewhere else and you may have to defend your base as an example. But there may be some issues (not programming-issues): It could make PVP battles boring because you just send multiple ships into the combat sector while you stay at your base making more ships. And to the collisions: I suggested that too, but you can find that a bit harder at my post :) Your question A - B: I think it is for balancing because it would be kinda unfair if your ship is heavily damaged in PVP and you can just fly away into an unknown sector (for ur enemy) and he can't destroy you, what would be completely fair at this point, even if it doesn't sound like that. Hope I didn't disappoint you that I wasn't koonshi who first answered your post ;D EDIT: Forgot to say that you can open a menu (that + icon in the bar) where you see the other materials and your turrets.
  5. Okay, I'm just giving all information that you may need... Win7 Home Professional 64 Bit Nvidia GTX 650 AMD FX-6300 Six-Core Processor Award Modular BIOS v6.00PG DirectX 11 RAM 8GB Pastebin takes long... I think pastebin crashed for me :o Here it is (not the full one, only the one in the galaxy where it crashed): http://pastebin.com/TLjTxfKM Expires in 1 day
  6. Well, I found it. std::badalloc (I think that is telling me to add more RAM). But if you still want that I post it, there is a problem. It is 33MB. How do I add more RAM?
  7. Oh, I forgot to say something about that. It just closed without saying anything. Zoom in: Avorion closes.
  8. Okay, I wasn't thinking of anything good but I highly suggest you to make an option do decrease or increase or completely turn off the thruster flames. If you build very big ships, like me, I just built a "station", your game crashes when you zoom in. Even with smaller ships it lags a bit if you zoom in and turn. As a small Star Trek fan I built an Enterprise and I added thrusters to the ship because it turned a waaay too slow. When I turned it was unplayable without zooming comletely out. And as I said, your game can even crash.
  9. Not game-breaking, of course not. But I just want to report that it is Yaw, Pitch, Roll, right? Go to a shipyard and look cloooser. "Roll, PItch, Roll" (with spelling mistake) Just wantet to report that.
  10. Well, I know this is marked as "new!" again but to be honest: I don't want to keep you on this post for just small pieces of ideas. I will first get some before I will post something. Crashed into a station while writing. :D
  11. Okay, to be honest: As I first read your reply, I didn't understand any word ;) but I think you could be right with that. Even if you make those big sectors, it would be still good for realism. Maybe there are some crazy guys out there who like the idea of waiting hours in front of their TV waiting for their ship to reach the next sector? Maybe there are some pirates between the sectors? Just thought of the Hyperspace engine increasing only your speed. You'd be extremely fast but there wouldn't be a way around of waiting at least 10 seconds to pass the edge of the sector. Got again the idea of my hyperspace engine, (as you said, not that expensive) where you do not increase your hyperspace range, you increase your hyperspace time. So small ships got their limitations because of their size to not fly far, but they can fly more because they don't have to wait that long for their engines to recharge. Big ships have to wait longer for the full recharge of their hyperspace engines but they may fly bigger distances. This may even eliminate the problem of always waiting for the hyperspace engine to recharge as you won't be able to fly far when your engine isn't charged that much. I sometimes had the problem with some bigger ships: flying to a sector that is just one sector above the hyperspace range. So I had to wait for my engines to fully recharge to fly just one sector. Here you don't need to wait but you can't fly farther than there. As I forgot the other thing I wanted to suggest, I just want to make an addition to the outer ring: I totally forgot to say how to get there. I mean it's a solid nebula so you can't get there normally. I thought of a transwarp-like-engine that has like the hyperspace engine at this time, a cooldown, which is high, of course. I thought of generating a temporal wormhole. Also, for more realism, you may add to all wormholes, that you get sucked into them. So sorry for the information about the outer ring I forgot to tell. We'll see if there is more in my mind later. For now, just waiting for someone to answer. Thanks in advance! EDIT: I know what I wanted to say: You can use your hs-engine to actually get to any point of a sector. So you may not like the idea of waiting 200km flight, you choose to use your hyperspace engine for the half way. And for more realism, (I like your idea of creating a realistic space game, you are the first, I think ;) ) you may implement that you should not use your hs-engine in front of a station or you might get huge damage to your ship and the station. Something else: When you crash into a space station, you don't get damaged, which is okay, when it only hits hull, but if your engines hit that, they should be damaged. And I wanted to suggest when you crash into a station that you start to brake or even get punched backwards. Now you just fly until you brake torwards the station which is everything else but realistic.
  12. Well thanks first for your interest. For me did increasing hyperspace range sound more like that but I think you are right with that. But at least if you ever planned to (another guy's modified idea) make some strange sector "outside" of the galaxy, that would be okay (in my opinion). I thought of leaving some space from the edge of the galaxy and then there is another sector-ring. And there you can find these legendary weapons by mining some wreckages. You may even make the sectors not infinitely big by putting some "solid neblua" around it where you quickly lose hull if you are staying there for a longer period of time. This brings me to another point: Not using hyperspace to travel from sector to sector. So maybe every sector is 150km x 150km x (I don't know?). So when you select a neighbor-sector (hyperspace-select) you actually see how many km distanced it is. That may be useful in PVP battles, where you have a 2x as fast ship as the others but yours is extremely weak. You fly to another sector (which would be possible) and your cooldown is still extremely long, so there is no option: you fly to another sector without hyperspace. Then the others jump there as you break 2km before you reach the sector (Ha! I tricked you guys!). Actually as I realised that this part is completely pointless I think it is okay for realism ;)
  13. First things first: I want to say that these ideas are not completely my own, I just want to sum these up for my idea. I have just been playing infinite resources mode and I saw that we still got these epic long building times. I mean it's creative mode! We all know that from different games (mostly Minecraft :D) and there is nothing like waiting 121 hours for a volume max. scale max. ship! That's what I just wanted to write. But again to the point koonshi always mentions: It would be a bit "unbalanced". He's right with that because if people on servers are really that mean to spam in ridiculous amounts of small-block-ships it would really lag a LOT. So I just want to suggest that in "creative mode" the building times get decreased and they are the same for every material. That means that you build a giant iron ship in 10 or I think maybe up to 30 minutes and an avorion ship takes exactly the same amount of time. Another thing: I know you want realistic building times but do we really need to wait 58 minutes for a scale 3 single block of avorion to build our avorion ship? That's a bit too much. Maybe decrease that a bit. I know, I'm writing very much now but it's not over yet. I've read some posts and got an own idea to increase the hyperspace range. (The part where I sum up some other ideas, sorry for that if you don't like that) You first need to get to an avorion sector and if you are lucky you may find some kind of gems or something else. Maybe give it a strange name :) Next, there may be new station types around (I actually hate when the old galaxies are not compatible to the new ones but ther is now way around) which are all crafting stations and only once per faction-area. So as an example: Hyperspace Gems -> Gem Refinery -> Hyperspace Shards -> Shard Destroyer (I'm not english so these names may sound a bit bad) -> Hyperspace Dust Hyperspace Dust + Processor (the trading-item, no new item) -> Crafting Post -> Modified Processor Now for this part I actually have no idea how to do that. Maybe you need to make these processors to modified computer components and these to engine components (haha a bit of Space Engineers :) ) then when you got these they work the same as you would build an iron engine: You go to the shipyard and select "Hyperspace Engine". This will cost you a HUGE amount of money, maybe ~500.000$ and the same amount of engine components as for any other block but you actually need to use ~100 components to get 3-5 (whatever you like most) sectors higher jump range. And now, you look at your Hyperspace cooldown and you see it is 30 seconds longer. And for all the crafting stuff, I suggest that every process is costing at least 8.000$. Well that's the complicated suggestion. EDIT: ~500.000$ for the 3-sectors-engine. And last for more realism I'd suggest (should be very simple) that every cargo and crew member has a weight. So if you are travelling around (not really possible ingame) with a 1t spaceship and 100 crew members, your ship won't stay at 1t, it'll go up 8t. So every crew member is 80kg. That's all for now, hope you find some inspiration here.
  14. Actually I just wanted to make a new post for some ideas including that what you just wrote.
  15. Thanks for the reply. I am already excited for the next version :) EDIT: Haha xD And what happens 5 minutes later? Thanks again koonshi for the quick "reply". :D
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