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SageThe13th

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Everything posted by SageThe13th

  1. No because you will never have HALF of my resources at that lvl. I have multi millions of Avorion and Xanion while you will have around 500k of each. Also a 14 slot ship has at max around 2 mill shields and 1 mill haul any larger then this and it becomes a 15 slot. My ship has 10Mill shields and 5mill haul and 600k dps a second that means you can take 5 seconds at max of me shooting at you and you are dead! Even if you had a combined 1200k dps (witch there is no way you do) you would both die before my shields fell. ATM the game is very prominently bigger is better orientated. :( edit: I just realize the Dps I gave is on the extreme end of the spectrum lol. That's just the lvl a few players have obtain to. Typically a 14 slot ship has around 40k dps and a 15 slot normal player has 200k dps with comparable shield and haul stats as I stated. This sill leave the 15 slot ship the winier every time. Even agents 3 or 4 small ships. Rather make numbers up I decided to look at an in game ship. These four pictures are the same same ship scaled to four different sizes. Note that the 15 slot ship doesn't even have double the 13 slot version's Hp. Now, if your 15 slot ship is well over 15 slot mark then you are wasting resources. If a ship is 0.30 billion m3 volume you could have built two 15 slots ships (0.14 bil) and doubled you potential firepower.
  2. And here's where you're wrong. A ship half the size of a 15 slot ship has 13 slots. If I and buddy wanted to stop you and we each only had half you resources we'd still end up with almost double your firepower.
  3. So you want power to be the limiting factor for weapons instead of a cap. But why would a chaingun have even comparable power draw to a laser?
  4. On number two I was thinking that bigger turrets should also take up more turret slots. This will prevent people from making ships with like 30 huge turrets if all their ship is is power generation and guns.
  5. Yes the root block has Hp equal to the ship's no matter what block type it is. Therefore if you run into an asteroid and you root block gets hit it's easy to lose the whole ship.
  6. Actually, that's a great thought... however... lets go back to ROI assessment... Is it a smart use of resources to invest time and funds into creating and integrating code, on the off chance that someone else will build a MOD to utilize it? (if the code was already in place for this to happen easily, we would have seen it by now... if only for testing reasons...) That all depends on how much time and what value is returned... If the code is an interface adaptation to allow overwriting of core coded systems... Like the booster mentioned, It may only be a day or three of coding that the Modding Community would go crazy over... so maybe... If that same code requires two to four weeks of time and has to be retrofitted into the core of the game... probably not happening ... soon. There is great benefit to working with and helping the modding community thrive, and I'm reasonably sure the DEVs see that... Again... I don't hate on this idea... but as others have said... it's too complex... whether or not I'd actually use it, it has no value NOW but later? Who knows? With a shiny future in the hands of the modding community, I fully expect to see all kinds of things down the road... including themed mod-packs and the like... Yeah, it not like this idea wouldn't work. It does work for From the Depths. It's just that this change would require the dev to remove the old system that the game is built around. Design and install the new system. This would take a lot longer than just trying to fix current system.
  7. A turret mount system would also be useful for mass production. Making not only the space frame but, also having it come equipped with systems and turrets right out of the shipyard.
  8. I played games that use block built weapon system mechanics before. Starmade and From the Depths. And it ends up with people making ridiculously sized guns. Now it's really cool to be able to construct a ship around a central weapon system. But, you also get people making absolutely huge turrets as well. We really need a system that isn't more blocks = more power.
  9. Well to be fair insane difficulty is misnamed. After all it's the difficultly level in which NPCs start doing 100% damage. That sounds more like the normal difficulty level to me. My suggestion was to use multiple difficulty settings so players can make the game not just harder, but challenging in the way they find most interesting. Suggestion topic here: http://www.avorion.net/forum/index.php/topic,2350.0.html Another problem is the game isn't really designed to handle 15 system ships right now. I consider this something of a soft cap on ship size. Yet when you get to this point nothing can really stand up to you. The game should really account for the fact that people are going to build these monsters.
  10. Quite right. I misread your post. Also it's funny you should mention having PvP and not balancing it because I believe that's what EVE's policy was. This correct for the most part. You have people who want a balanced game and an even playing field. But, it will get ruined by the guys who use exploits to win. And once everybody sees them dominating everyone just seems to jump on the band wagon.
  11. You can bring it up. But, the discussion about ECM started to turn into it's own thing separate from the actual discussion topic. Cloaking is also a planned feature and ECM is not. I'm fine having a long talk about ECM in the right place for it. Also, don't take NPC ships as any indication of things. I fought every boss in the game, except the pirate one, with a ship that was smaller. Does that mean little ships always beat big ships? No. It means the AI was designed to lose.
  12. I need to running combat testing to generate data. To eliminate pilot error/pilot awesomeness I need to run battles using my ship designs with the AI controlling them on opposite sides. How would I do this?
  13. We're here to talk about small ship balance. Discussing some non-existent ECM system is pointless. Take it to the suggestion sub-forum instead.
  14. Let me clarify, just for the sake of argument - oreganor's post is littered with remarks and questions, that seem to try diminishing my character is such a way, as if I don't know what I'm talking about and writing my opinion on his proposal just for the lulz. Here they are: Apparently, I deliberately ignore parts of the post. Apparently, I also write long factual notes on properties of sloped blocks, while myself too lazy to use them and build ships by simply stacking bricks. Apparently, I also write elaborate posts on the topic, that I has no idea about and didn't done any prior research. Apparently, I also play without collision damage, and do comments on collision mechanics without any experience. Damn, he totally busted me! Don't get me wrong, I'm much more frustrated over the abusive three-dot punctuation, than over what anyone assumes or pretends to know about me. I'm talking about the proposed mechanics, not the current state. Please don't waste posts pointing out that people on the internet are jerks. Stick to the topic at hand. Again, I'm just reading your posts as a neutral observer yet you two seem to be getting worked up over it.
  15. This is one of those hard to address topics. If it's just you. You can hide your ship in the Trinium belt pretty easily. Most player hang out in the core from what I've heard. However, if some faction war servers get going how does a faction protect it's stations when no one's online?
  16. Who said it was the most important thing? It's well understood that PvP balance comes third after single player and co-op play. Also EMC is your idea. You're the one who's being a little baby and trying to force it on everyone else.
  17. Honestly you can already have it both ways. Take your engines. Cover them in armor. Then cover the armor with a thin facade of an engine block. People who try to take out your thrust will be sorely disappointed.
  18. My findings were worthy of a bug report! Read them here: http://www.avorion.net/forum/index.php/topic,2523.0.html
  19. I've been hearing a lot of weird reports regarding collisions in Avorion. People seemed to be blame the IFGs so I did some testing. I was able to get crashes that should work as you'd expect. However, sometimes this would happen... The point of collision was between the spike on my wing there and the asteroid. You can see the asteroid lost a piece in the right place, but what's up with my ship? It was destroyed, spike is fine, and I lost my engine. Going to the underside of the ship a gyro and thruster attached to it were also destroyed. People have been chalking this up to the IFGs doing something weird so tested some crashes without IFGs. This isn't different at all! But, it is! As you can see I lost the arm on the other side. The part farthest from the collision. I did some ship to ship collisions as well. Those appeared to be working as intended when they happened. I did have a problem with the ships passing through each other if I was boosting.
  20. Thanks for the condescendent tone... But I think you aren't reading what I was proposing... I hope the rest of this forum users pay more attention to what's written before going around fabricating arguments. I attack ideas, not people. If you want a good example of someone being condescending, read your own post. I've been reading this and no one's being condescending. If you're getting frustrated to the point where you automatically read the other poster's tone has hostile take a break. How is the system counter intuitive? IGF increase block health. Eventually the Hp of each block in equal to the Hp of the ship. How progression is counter intuitive?
  21. Yeah I've encountered what I call telephone poles. Extremely thin cross shaped ships that the RNG splits out quite commonly. They are quite hard to hit. They also spin very quickly. Sometimes they confused and just spin in place becoming quite difficult to last good shots on. Though, I guess that's why the new rotation caps where added. I'm testing the IFG mechanics when it comes to ramming. So far asteroid collisions work as they should. And I was able confirm the root block, no matter what block type it is, has Hp equal to the ship. Next ship to ship collisions. Stay posted.
  22. I've been crashing ships into asteroids to see if claims about IFGs not working as intended are true or not. They seem to be working as stated.
  23. That sounds like a good experiment. Why not test it yourself?
  24. Last time i checked Avorion wasn't e-sport material anyways, besides: the doesn't even intent to focus on PvP. PvP is one of many features, but the core of Avorion has nothing to do with it. => No reason to focus balance towards PvP use. While PvP isn't focus of Avorion the devs said they do consider PvP a feature and want to try and balance it.
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