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Cyka

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  1. One of my favorite theme in game but it seems its not included :( the boss theme have been replaced by a new one.
  2. People keep dreaming an indie game is somehow going to be the next game that breaks through the AAA industry. Lets face reality here, it wont be, im very glad with game's current features but when you throw in "stood against test of time" "Long live forever" kind of hyperhole it is kinda laughable expectation from a 2 guy dev team.
  3. I dunno, suggestion section seems pretty dead so im posting here for some visibility. Tbh alot of stuff in this game seems broken right now because the economy doesnt have many credit sinks that helps player's convenience. I installed Rusty server's mods and is having a blast right now, those permanent mines cost a heck (800milion lmao) but gives alot of materials passively. Also since traders are finally fixed, i can build a factory without the pre-requisite which makes it another credit sink for turret materials. If we can fix insurance and make it actually matter then it should cost at least 250mil + for my current avorion ship, which makes periodic payments alot more attractive.
  4. To be honest the insurance valuation system is seriously broken right now, if it is fixed as intended and paid as intended then rebuild from shipyard wouldnt seem so OP then. My current ship has 4million avorion, 1million Xanion and 75 million credit to build with a few thousand elite crew. Together this will worth about 1.1 billion credits easily, yet how much does my money get back from insurance? 250 million, thats just pathetic, that doesnt even cover my materials. The ship's worth is vastly higher than what current insurance pay back can offer. Now if the pay back does scale properly, then rebuilding that ship should cost at least 1.1 billion credit and an hour from shipyards using the rebuilt from shipyard idea, and 1.1 billion credit is HECK alot to grind, so this doesnt seem to be too op then.
  5. A bit off topicky here but... How? I think insurances should be more specific. Insurance against asteroid collisions? Basic trader insurance against pirate ambushes? An insurance for your trade goods or system upgrades/turrets? But really, if were talking about insurance working as a real insurance would, then what kind of an insurance company would issue even the current kind of insurance if it's meant for a whole battleship? How profitable could that be would depend on factors the insurance company cannot possibly know. Will the player take the ship to endgame battles at sector 0,0 or just assign it to endless and safe defending duty in a friendly sector? Essentially insurance is the company and client betting against each other, so the conditions and chances in the bet would have to be considered somehow. And battleship insurance gets pretty unprofitable real fast ;D a gigantic military outpost cost around 50 million credit and 1 million resource to build, it will hold countless expensive commodies for sale, easily giving you 150 million per run, on top of a few max upgraded Noble mines which gives around 500k per cargo hauler. Factory chain is also good for that money too. It seems alot but it isnt if you maintaining multiple ship and factories.
  6. Nvm this works perfect, just have to click on the bugged ship then toggle invincibility, it seems the script is making the ship invincible for some reason.
  7. If shipyard can actually spend the money we got from insurance to actually rebuild our ship then i agree. But the purpose of insurance is exactly as it suggest. Right now materials trump credits because you cant spend credits to get adequate amount of materials from resource depots, which becomes obsolete late game when your carrier mining is mining 40k materials a minute and a single fighter cost more than what resource depot can offer. Just by giving money but no use to anything else fails the fundamental aspect that is insurance - to ensure player's investment is rewarded. When you pay just 50 million out of your late game 2 bil bank, your ship thats made of millions of material is worth at least 10x the money insurance pays you. In elite they make insurance expensive but worth it, not a noob trap, you'd be stupid to not fly without one, but it gives EVERYTHING BACK should you die, this would ensure PVP happens on occasions because players wont chicken out because they'd lose nearly everything and have to grind again, not to mention PVP isnt a big thing in the game anyway. I dont understand how is it a risk vs reward when you are purposely gimping the player with the insurance system, why should i bother to pay 50 mil when it is easier to just switch to a different server or start a new game when i wont get anything back if i die? i might as well spent that money on 2 miners who will get me those resources. Whats 200 million to me when you can do that in one trade run late game? but getting millions of material is another story... If you insist on somehow it only give us pure credit, make resource depot actually worth a while to purchase materials from, it'd be an excellent credit sink too, make shipyards cost only credits (but in large-amount) to build ships as an option, so we aren't so punished when we lose our ship. Remember, this is just ONE ship, ideally in a faction war you'd lose a few of those in a large battle, the current insurance system does not support that in any sense, nor is it functioning as "an insurance". If you need difficulty, gimping the player is not the way to go. You offer difficulty by making challenging and engaging enemies and giving player plenty of options to chose from, so gimping insurance is a bad way to balance the game. What this game needs is stronger enemies and endgame, where faction wars would definitely cost player a lot of investments and strategic thoughts, but not so punishing it makes the player want to give up from trying.
  8. PVP is just another mess, bottem line is PVP is basically griefing if you dont have a fair system on both sides, which we sadly dont have. Big salvagetable wreckages runs out, claimable asteriods are taken, the older players with their million material avorion ship camp 0.0 so good luck getting anything worthwhile to fight them. By comparison, 4 million avorion ship give you 4 million hull+shield, while 4million Xanion gives barely 2million.
  9. You can already send materials via mail from player to player, i don't see why cant they refund us all the materials to remake our ship. I mean elite dangerous is known for its grind but even that gives player EVERYTHING BACK including the modules, where as here your credit is worthless when you have to regrind materials AND find your ship again for those modules. Just send us all the stuff by mail and call it a day. I mean avorion is scarce sure but insurance company are from factions that shares a huge chunk of the galaxy, their resources would be near limitless if you want to go to lore about it. Make insurance worth it and expensive, but dont just give us credits because unless youre in a tiny iron ship or something, pass the 100k materials and is worthless.
  10. I know but im really really hoping something like this gets implimented, it would help to make the story and content just by itself with a single dynamic economy. Might be alot of work for dev, but it would also ensure the dev dont have to spend even more time on programming other contents, because it literally does it all by itself.
  11. Right now it feels really useless, you get some money back but late game materials are far more important. In Elite once insured you get everything back which is great even if you made a mistake, here it slaps you some money and you have to go back grinding all those materials for hours, you cant even use those money to buy your material back since resource tradeposts have such a low level of stock and does not respawn resources. I'd rather the insurance price be 4x as current and actually get all my materials back so i can rebuild my ship. It'd also make the regular payments a viable money sink.
  12. You're welcome. Hope you enjoy it. The changes to the size and strength of some encounters along with the increase to the hull sizes of some enemies should make a nice difference. I went a bit too hard on nerfing them after the last couple versions. But I think this may be better. And the economy mod, like it states, is TOTALLY new so I'd recommend trying that out and tell me what you think. Keep in mind that ONLY trading ships are impacted by this but they are pretty consistent now in terms of the amount you'll get from destroying them. If you decide to take the time to destroy an entire station you'll potentially get a lot of goods, but I don't think it's worth the time to do that and also I like to restrict my raiding to ONLY the trading ships and killing defenders. I'm not sure if you destroy a station/factory if it'll ever be rebuilt (I don't think so) so essentially you're slaughtering a "cash cow" of a trading route. LOL i think the economy mod at is current state is too much of a grind if you limiting ALL COMMODIES to have 10-50 trade every time. This would be good for trade posts but terrible for a fully upgraded mine. It'd be better if 10-50 is applied to tradeposts or higher end commdies ONLY and implement a big range on other commodities perhaps 50-2500. This way you still get a decent steady income with investments.
  13. This is fixed now. The new update makes tradepost only gets a few items instead of an entire batch. Before update - you get 2300 Targeting system in one go - hundred millions profits. After update - you get about 40ish Targeting system in one delivery - just a few hundred thousands profit. Tradepost has been heavily nerfed, please Dev consider not overnerfing it into obsolete like smuggler's den/Resource depot. Oh, I just re-read your reply. I fear that exploit is not related to the amount of cargo dealt by the npcs, but the 2-way income problem present by using an alliance station, so it is still present. As I said before, I explained it better on the last lines of the 3 page of this post: http://www.avorion.net/forum/index.php/topic,4457.30.html Right sorry i accidently installed modpack that nerfed tradeposts alot. The alliance money loop is definitly a bug that needs a fix, but in terms of tradepost the dev can approach this in two ways - either make trade post actually cost money to buy stuff like any other non-base manufacturers or make trade post get a smaller increments of cargo like the galaxy economy balancing mod. Both ways would nerf it without killing the profitability of the station, the thing cost 25million after all. The rest like asteriod mines could use a boost in sales, i'd say a randomised number between 100-1500 for cargo haulers to sell your mine products would be great. Even at 1500 the income is only like a million and that chance is very low. Alliance in general is just broken atm, it really shouldnt be a seperate faction, everything should belong to the leader including rep/faction/items etc, we'd avoid this exploit loop then. BTW you can loop this with ANY alliance buildings that can transfer cargo, this includes military outposts, research stations, casinos etc etc.
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