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Everything posted by Kamo

  1. Maybe the drone would be cooler by replacing half (or more) of the engine with an inertia dampener and adding a velocity bypass. Drone go weee 😋 !
  2. The Resource Shortage missions are very nice because if one explored the region they'd have found places to procure the missing goods, and you can do them in bulk in specialized sectors ! However, Delivery missions feel kind of garbage right now because you don't know where to go unless you take it, so they'll take you everywhere but where you want to go, and they pay less too ! Maybe they need to be targeted (even just giving a bearing like "south-east" like with gates) or changed to make them bulk deliveries which need big cargo, so they'd pay more than multiple shortage ones.
  3. Currently, Smart Hull is worse than Blank Hull since increasing Processing Power is (usually) bad. Maybe Smart Hull could have a regen bonus and/or weigh less (somehow) and/or need no mechanics (compared to Blank Hull who needs mechanics).
  4. Alternatively, maybe making torpedoes dark red, dark blue or cyan (or maybe another unused color like iron's desaturated yellow) so you can identify whether there's torpedoes or not 😋
  5. My idea is pretty simple: some sort of button that toggles the stat screen for a total tally of the ship's processing power, so the player can have a feel for the proportions of various blocks they use~, maybe compared to a set number of slots 🙂 (like, the thing would also indicate how much of the total propower you used) I use a libreoffice calc sheet to do them and it's hard to track how much thrusters/engines/shields/whatever I already put into the ship 😅
  6. Well, we have academy blocks so it makes sense. A possibly nice idea would be that the station would be able to: Give a Tier 0-1 Captain of any or a random class, with a cooldown (for an ordinary-sized station, like 10 mn for any class, 1 mn for a rando or Tier 0) 🙂 Tier 2s could be "searched for" since they aren't there anymore, needing the player to wait for them (with the option of waiting much less by giving a generous "hiring bonus" 😋) Missions leading to Tier 3 captains would have a higher chance of occuring there because many captains made friends among their peers passing news~ Obviously building one should make the cooldowns and waiting times much smaller (in theory because you are the main sponsor you have recruitment privileges, in practice because you put way more Assembly Blocks), but founding one would cost like around 100 million and it'd need around ~500 credits per assembly point per hour (or higher? I do'nt know the math) in upkeep: you'd need the income a few stations to keep a worthy academy functioning. Also, increasing the power of the academy would update the recruitment speed only after three hours or so, to give the feeling that training takes time (so founding an academy would only yield captains after that delay) ! Another nice alternative idea to the Naval Academy could be... a recruit order. Asking already-recruited captains to search for others 🙃 (of a specific class and optionally a specific tier). The area would be fairly large (or measured in gates), but more people recruiting would cause diminishing returns (less chance to recruit per cycle).
  7. I had a similar idea, that could maybe be implemented as a mod. I even made a dev plan, but it dates from 2019 so it could use an update if a very talented and impossibly motivated modder could try it https://cdn.discordapp.com/attachments/595687472680402944/598535786585128970/TLd_GalSimMod_devplan.odt 😅 The main roadblock is that the amount of information is huge as it'd need the entire galaxy to be loaded for it to even be possible, and current Avorion can load 50 sectors with 8 GB of RAM out of... around 700 000 sectors (because ~30% are nonexistant rift sectors). So a remedy could be a system of faction "heartbeats" that basically means the faction updates its ship list with possible new orders and ships and what the player sees while entering a sector is based on the estimated locations of ships scheduled to jump or gate there. (AI-piloted player ships in sectors where the player isn't behave the same way and don't even load the sector, sometimes even in combat, so player empires with virtually unlimited ships could actually work.) The ships would slowly grow with "experience", there would be various stages of Xsotan infestation (up to "galactic crisis" emergency alliance and refugee ships from destroyed factions), rogue empires turning to piracy, smuggling shenanigans involving Initial D-esque drift races though asteroid fields to evade police ships, NPC empires that would quest and eventually kill the Xsotan Guardian by themselves if the player took too long, and various other features...
  8. Nice idea. May be a grey or white rarity thing (contrasting with the trading beacons) that doesn't cost much and it'd be perfect 🙂
  9. Do not hesitate to use the blue heart then 😀
  10. It'd be useful as there are other information on the edge roughly half the time.
  11. Yeah, fighters are very problematic and I'd imagine many solutions at once to make them more usable again. Fighter costs: Honestly imo since poi is so efficient and prevalent in enemy compos, fighters are currently "throwable" (as, inverse of durable). Both fighter production effort and resource cost are linked to fighter cost, which is as big as the weapon it is based of. I'd honestly use 10 times that value then square root it: it's make better and better fighters cost less and less more resources because at the end of the day the better fighter will almost be destroyed at the same speed than a worse fighter, hence cutting the force multiplier they represent. So 10 000 cost earlygame fighters would cost 100 (a pittance), while 1 000 000 cost ones would cost 1 000, and godroll 100 000 000 cost would cost "only" 10 000. Eventually, use rarity level as goods level (currently Fighters are produced as fast as (GL 1 ?) Energy Cells) so rarer fighters (which may have more dodges because more points to put into Maneuvrability) take longer to build and more common fighters may be used as fast-buildable spares. Carrier and Fighter interaction: Currently, nothing happens UI-wise when a fighter is attacked before getting destroyed, and even then, it only notifies that bleep one of your fighters (in the sector) has been destroyed, which is not helpful, especially if you're driving another ship than the carrier in which case you are helpless to save the others. It'd be cool to have fighters chat to their carrier, relaying that one of their squadmates (by squadron name) is attacked by point defense from a (named) ship, while red blinking would be visible on the attacked squadron's icon: it'll allow the player to distinguish which squadron is under attack if they're driving the carrier. Also, make carriers prone to returning damaged fighter squads (depending on Captain skill level... and carrier hull/shield status: critical carriers would just send all fighters fighting instead of hiding in a ship that will explode, making the player lose more resources than necessary). Fighter AI: Currently fighter AI is kind of crude. It would be cool that attacked fighters would give up on their attack runs for a moment if they run low on dodges instead of "tanking" enemy poi until out of dodges and destroyed. Carrierless fighters would become desperate and do nonstop vanilla attack runs so carrier fights wouldn't drag on forever though 😅. Fighters would also have different "classes" and behaviors depending on weapon range (long range = bomber that fires from far away, poi = interceptor), because those kinds of changes would even affect AI-driven carriers.
  12. ...because when you press a first letter in the search bar, the galaxy map lights most sectors, causing it to lag tremendously for weaker computers 😰.
  13. Right now Ancient Gates are pretty useful, but they lack... directions. And since the ship seems to spawn/jump always upside down I always mess up directions and take the wrong gates 🤦‍♂️. Maybe N-E-S-W directions on Ancient Gates would make them less of a chore to use (right now I just click on coordinates showing a bearing on the line of the gate, which works just fine but would cause more sectors to load on MP, even if I played it).
  14. Yeah, better mat solar panels need a big buff, but the devs decided solar panels were only useful for irongrade ships 😔. It'll be one of the first blocks to mod once block modding will be added.
  15. Yeah, pure green is used in brackets for your ships, so why not also in the list 🙂 P.S.: But it'd be also nice to also be able to pick custom colours for every faction and allow displaying map and even UI with those custom colours.
  16. Yes, selecting which station to supply/take from would be perfect instead of simply sorting per cargo type (which is also cumbersome) ! Big station complexes have supply problems because the first station of a particular type seems to be prioritary for autofreighters.
  17. Yeah, it'd be useful to make nav beacons for Ancient Gate sectors~ 😀 (BTW, spoiler text seem to be #242424 color.)
  18. Currently Turret Base blocks seem to have as much HP as armor, though making more durable hardpoints can be done by making the base block thicker. I have almost never seen my Turret Bases (even jutting out) getting destroyed before most of the ship: only time that happen was raging against asteroids in a Nanowar 😅.
  19. I heard this just happened in 1.1 (though I didn't see experience it myself this morning).
  20. Currently the names are made out of random syllables chosen for each faction, which is pretty smart (so the Federation of Oocoo may have a lot of o's in their ship names), but some random syllables are by themselves unfit for human praxology, like "jk" or "zv", causing names made of them to be unpronounceable. But ironically the unpronounceability adds to the immersion and realism of finding alien races with different means of prononciation. Faction and ship nicknames would be nice !
  21. Yeah ! Not only it'd be useful for immersion (and cool cockpits), but also for things like ramming or gunship fighting 😀.
  22. My balance mod has been uploaded to the workshot, after many, many updates and frustrations :). (Image has link for direct download in case you liked the direct downloads.) P.S.: Sorry, apparently my post about it was deleted or something, but that mod is of course deprecated, it doesn't work anymore due to the changes to factions.lua~ :(.
  23. I removed the Wraparound since it should have much less use now, and the Music file Builder is down since you need er... a better thing... er, anyway, we need a better modder to do it in my place. But I made a pack with my four old mods "rewritten" to accomodate to the new Workshop Mod standard, and there's a new, bigger one: a Weapon Balance Mod ! Here be spoilers, details are supposed to be a surprise~ ! If you like big weapons, you'll be there for a treat, especially as you advance :). ...oh and beware very slow big red rockets, those are Pseudotorpedoes and do a lot of damage. Don't drive into 'em :D !
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