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Sir Charles

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Everything posted by Sir Charles

  1. Ye its all kinda work in progress. First Iwant to write all the basic stuff there and when thats done i will start polishing...
  2. This is great and should clearly become vanilla some day... thanks!
  3. I am not sure about this, but if I remember correctly, turrets and upgrades can be picked up in any case and will either go to the players or the alliances inventory. With the cargo however, I was flying an alliance ship, destroyed a freighter and all of the cargo was reserved for me (aka the player), this could not be picked up by the alliance ship I was in (which makes sense, i think the cargo should simply belong to the alliance from begin on...)
  4. When I am in an alliance ship trying to be a pirate, the freight dropped by enemy freighters will always be reserved for [player name] and i will be unable to pick it up because i am in an alliance ship.
  5. Hey there! There are ideas all over the forums on how to give commodities another use than building turrets and becoming rich. I just had a little idea which i personally do really like: How about shipyards would have the option to build player designed ships in addition to what they can do now? I am not talking about the same mechanic as in build mode or for building the random ships at the moment, but the option to build your own ship design from commodities (like gauss rails, computer mainframes etc etc...). The balancing for this would require some thought. Mabye such ships could not be deleted like other ones but only at a shipyard or repair dock or they would cost a very large amount of credits in addition to the trading goods, or mabye the amount of material (Trinium, Xanion, Avorion etc.) needed to build them would just be reduced and not taken away entirely. I personally think that the first one is a good variant as it will allow for proper fleet building of player designed ships as well as giving commodities a use and will also prevent abusing for ressource generation. With a system like that it would be possible to build up an entire economy that finally leads to the production of ships for the admiral. ;) I hope this was inspiring.
  6. i dont want to open so many threads, so here is more i found: - i gave myself some sheep to sell to a fabric factory, but allthough i sold it and gained reputation, it was not actually transferred to the station. - the generator script for "ancient gate" seemed not to work on my galaxy, i tried it in multiple sectors because i have never seen one of these before... first i thought i would need to have the xsotan upgrade equipped, but that made no difference
  7. I just had another thought on commodities and how their only real purpose is turret construction. With the ability to produce them by ourselfs, it is a lot less complicated (in terms of gameplay and micromanagement i mean) to have commodities actually needed for different tasks. Paint would be needed to paint the ship, food for the crew, fuel for a specific new engine block that is more powerfull than the old one (or just to enable boosting or mabye to extend hyperspace jump range of the ship etc... ). As pointed out by several users across the forums, commodities should either have an actual function or be reduced to a less complicated amount. I think both is fine, as long is the issue is treated.
  8. Hey, i am playing on the german localisation. When i request a ship at the shipyard, it says "Ihr Schiff ist in ungefähr 10 seconds fertig". Certainly not gamebreaking, but ugly.
  9. There is 2 buttons to spawn a sheep ranch, but both will spawn the one that uses wheat.
  10. Hey there, I recently started to help with the Wiki and wrote a guide for new players about the very basic start after spawn in your first galaxy. I plan to extend the collection of guides at the Wiki as well as this thread to give new players a better start with the game. My Guides: Getting Started: The first ship Getting started: I got a ship. What's next?
  11. Just wanted to throw this in here for new players who might actually be interested in this topic. It does obviously not explain "how to play like pro", but it describes some basic steps to get a functional spacecraft after spawn. "Getting started: The first ship"
  12. When playing in creative mode, I want to build or I want to test something. What I do not want tho, is to wait for endless hyperspace cooldown times... Please add the functionallity to travel to any sector at will while in creative mode.
  13. *Can a dev please give a short answer to show that he has seen this? I will open a new topic otherwhise just to make shure this doesnt get lost* :) I will just add that here as it kind of belongs to the topic: I think selling reconstruction tokens is exploitable on those difficulties where you get them for free with ship founding. 1. Create new ship and get free reconstruction tokens for it. 2. Sell reconstruction tokens at equipment dock. 3. Delete ship. 4. Repeat the whole thing untill you run out of iron. Might not have that much of an influence, but still it is an exploit. Edit: I tested it now. Started a new galaxy on beginner difficulty. Made about 40k credits in about 3 minutes with just the iron you get at the start.
  14. I red posts from many people who complain about the randomly generated AI-ships. I think they make a part of the games "flare", but I can not deny that they are weird and non-functional some times. Wouldn't it be possible to reach out to the dedicated builders in the community and ask them to create some kind of "modules" for ships that would have certain use for the ship? The random generation could then use these predefined shipparts instead of complete random generation that we have at the moment. I would also like to ask for a more unique ship design for the Xsotan. I think they should be recognized immediately by their ship-style, to make them more outstanding in comparison to the other factions.
  15. I have no idea whether this can even be considered a bug nor how to reproduce it. In many sectors, when I enter, I see stations pushing asteroids away with their tractor beams, resulting in asteroids floating around the system. After a short distance of flight, they are reset to their starting postition, but keep their velocitiy and thus start to move again. The whole process continues to repeat itself endlessly.
  16. Well... I think the title does say all about this. Add a feature like that please, it is a really usefull quality of life change for everybody who doesnt play with just a flying cube, especially for early game.
  17. Another thing i forgot last time: In keyboard steering mode the Y-Axis is atomatically inverted and there is no way to change that in the games settings. Add that option as well please! The button to invert it is already given, but will only work for the "normal" steering. When you just add the function to this button, please make it consistant so i dont have to check or uncheck that box whenever I change steering mode, so eithere both are inverted or both are normal. The best solution would be 2 different buttons for both modes tho. The numpad or arrow keys would make good options for the up-down-left-right-steering as well btw.
  18. Hey! when i tried out the new turret scrap mechanic, everything was working fine, but after a while i went to my inventory and noticed, that the turrets i scrapped had left "empty" spots in the inventory. I will not leave a screenshot here, because the forums won't let me and i got no external cloud ready, but think the issue is kind of obvious. Btw. I like the turret scrap mechanic! I still would like to be enabled to build turrets like I can with fighters, but this is anyways a great way to make use of trash turrets.
  19. Hey there, i had a nice idea on how legendary upgrades could be much more unique in comparison to other ones. I would like them to have the properties of multiple upgrades from tiers before, where that is making sense. Turret upgrades for example could stay as they are, while the mining upgrade, scanner upgrade, c64 detector (was that the name??) could have their functions united in one new upgrade type only aviable on legendary rarity, while the previous upgrade types would not exist anymore on that "tech tier". I also think, that legendary turrets should have unique properties in comparison to other rarities, to make them truly special as you cannot build them in a factory.... The other suggestion is rather simple and quality of life: When i am in a sector, all the ships, stations and gates are displayed at the corners of my screen when i can not directly see them the way i am looking. I would suggest that you can select those by clicking on them with middle mouse button just as usual, cause it is quite annoying to have to turn the camera everytime just to search for that gate i am looking for. Thx for reading, have a nice day!
  20. The faction system should be a lot more dynamic. I hope it is just a placeholder at the moment. Faction wars should actually matter. Alliances should be threated like other factions by the AI. Pirates, Xsotan and other events should depend on factions. I made various suggestions on that topic, but i understand the game has more urgent issues: in short i would perfer something like this: -each faction has a strength lvl that changes over time (and is influenced by the player actions as well as things like faction wars, trading and so on and so on) and determines the capabillities of the faction -the strength lvl determines things like fleet and station reproduction and expansion -Factions can actually by erradicated from the game -new factions can be created in events like rebellions and stuff like that [glow=red,2,300]and here the part that is related to your post:[/glow] -pirate and xsotan spawns as well as other events happen based on the factions, which means that within the territory of weak factions you will see a lot of pirates and some xsotan, in the territory of strong factions you will see pirates rarely, but with strong fleets and in "empty" regions of space you will see some pirates and a lot of Xsotan It makes sense and also makes the galaxy feel a lot more alive with something like this...
  21. Hello there, its me again, spamming suggestions as usual ;) How I got here (skip this part if you just clicked for the idea): I had a cool idea on a new ship, which was supposed to be a moving factory. A Flying Fortress, traveling through space in search of resources, goods and costumers for the produced goods. At the same time I was very unstatisfied with the current state of the galactic core. It should be much more dominated by the Xsotan and much less like the regions outside. I also thought about what the survivors, the inhabitants of the core would look like, how they would have adapted to this envoironment. So two ideas came into my mind: 1. there should be two types of factions in the core. Insanely heavy armed, very powerful ones with extreme military presence and heavily armed ships and stations on one hand. And Nomade-like factions, traveling from one sector to another avoiding the Xsotan at any cost. And here comes the second idea in. 2. Ships that do the same things as stations. Like „Processor factory ship“ and stuff like that. The Nomade factions would use those and this feature would only be possible with Avorion production blocks (mabye a legendary special upgrade as well that Nomade factions would give you for certain quests). These would allow for the production of one trading good at a time, that can be chosen by the player (mabye a change would have some kind of cost?). Of course this production would be less efficient than at a station in some way. Why should this be added? -it fits the lore -offers great new possibilities for players who don’t like to settle in one sector Isn’t the clear difference between stations and ships an important aspect of the game? Yes, it is! That’s why I won’t it to be an Avorion-only feature, so it will offer new possibilities to players who got nothing else to do anyways. Avorion is all about doing what you like and playing how you want to. There is no point in restricting players to stations for production in the end game, where they can easily afford any stations they want anyways... Another thought I had and that I don’t want to open an extra slot for: Equipment-Docks at the very Start of the Game are selling fighters... FIGHTERS. Those shiny little thing that you need Trini to use. Please add Titanium and Naonite Hangars, the production of own fighters should still be limited to Trinium and higher tho. That’s all for now. I hope the devs share my mind :)
  22. Hi there, I have been using Keyboard steering a lot recently and I really like it and prefer it over the Arcade Style in most cases. I have also made use of the strategy mode more and more and now I finally decided to make some suggestions here, because certain things have been annoying me for a while now. Please add the following features: -allow me to steer in other directions than to the front when using keyboard steering, e.g. when I hold Ctrl. I can navigate as usual with WSAD plus Q and E keys. Docking is so easy when you can regulate your ships speed, but why can’t I make little corrections with my thrusters? It’s a necessary feature and I don’t understand why it is not in the game already. -Allow giving orders to the ship you are in when in strategy mode and allow interactions in strategy mode (with stations, Exodus satellites and so on). -PLEASE GIVE US A WAY TO ROTATE THE CAMERA IN STRATEGY MODE OR JUST FIX IT TO ONE ANGLE! It would also be great to allow us to move the grid up and down (e.g. by holding Alt or just by the option to move the axis to the height of a selected object) to adjust the height of our ships movement routes (like when I want my ship next to a station and click next to it it will fly like 10km below it because the grid was there...
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