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SageThe13th

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Posts posted by SageThe13th

  1. Understandable.  Cosmetic features are some of the last things that should be added, I just would like to know it is in fact planned.

     

    I also do not like the idea of paint cans dropping as loot to unlock colors; it feels very MMOish and doesn't really fit a game like this, IMO, but that's a different discussion.  I would just like to have a full color palette (ideally a hex/HSB color wheel as I mentioned in another thread) to work with right from the start.

     

    I wholeheartedly agree.

  2. I'm kind of surprised that there aren't any comments on this.  I don't know if that means nobody else but me wants this, or what.

     

    Seems like it'd be easy enough to add.

     

    Certainly, I'd love to have more visual options.  It's just the current development is focused on gameplay and rebalancing things.  So that's also the focus of most people's discussion.

  3. <snip>  This has already been suggested.  It's even still on the front page as of this post.  Please try and do a little research to make sure you aren't wasting topics by repeating things.

     

    Please link this other thread and I'll be happy to join it... Apparently I missed it...

     

    Your topic is the one I was talking about already existing.  A mod combined the two topics.  I've edited my post to make it more clear who I was talking too.

  4. or maybe, engineer mode?

    in this more, the standard thruster blocks would be replaced by a single directional thruster block. and the exhaust from both these and engines would cause damage to everything they touch except armour.

     

    furthermore, to produce thrust they would need to be exposed to space instead of being enclosed.

     

    with this mode selection, it would allow players the choice between just design how a ship looks outside, and being able to design more practical layouts.

     

    Nope.  I like being able to cover thrusters with glow blocks so they look different.  Also replica ships require you to keep the thrusters covered to look accurate.  This change would complicate things and anger a large part of the community.

  5. for larger ships, could we get fighter minifactories?

     

    these would be sub-blocks we buy like turrets, have their own size, and have to be placed inside a hanger block. and would replace/build fighters and other drones lost in battle at a set rate.

     

    these would produce drones based on the type of minifactory purchased.

    fighters, interceptors, gunships, salvagers, miners, transports, boarding/drop pods.

     

    the balance to these being, they would be more expensive than station bought verities(like in space repair vs station repair), but provide the convenience of not having to go find a station with stocks of fighters. possibly having higher tier fighters require components from cargo.

     

    Okay, for one.  Suggesting six things in a single is day is excessive.  It eats up a lot of room on the front page.  Try pacing yourself in the future.

     

    And two.  This has already been suggested.  It's even still on the front page as of this post.  Please try and do a little research to make sure you aren't wasting topics by repeating things.

  6. Thundercraft keeps claiming that an Hp increase of 50% per tier is slight.  Lol.  That's a huge increase.  It ends up making Avorion 11 times, that's 1100%, healthier than Iron.  Which is number that sits quite well with me.  The weight differences are also drastic.  I agree with some of what he's saying, but he needs to stop making these fallacious claims as the core of his argument.

     

    Logically, a stronger material could increase thrust.  But, I feel like the different weights are doing enough to speed ships up or slow them down.

     

    Solar panels should generate more power at higher tiers if only because power generators do and they should work somewhat the same to avoid confusion and keep things balanced.

     

    Ogonite is not worse than Xanion.  It's pretty clear it's meant to fill a specific niche.  One that Xanoin and even Avorion don't fill.

  7. No, i mean Billion. it says 5.81 bill M3 and it also says 0.2 Gt which tells me that it is between 150 Billion tonnes and 249 Billion tonnes.

     

    System code 16 by my system.  Again, I'll say that if someone's going to go that far you should probably check how big the ship is exactly.  You can list the role as whatever you want so it might be something like a Mega-Fortress.  Though, while that is completely excessive by Avorion's standards other Sci-Fi has some ridiculously huge ships such as Titans from Eve at 10 kilometers and longer and the Super Star Destroyers/Star Dreadnoughts from form Star Wars ranging from 12 kilometer all the way up to 20 kilometer depending on class and source material.

  8. It seems a little unnecessarily complicated to have remote controlled fighters require so many different types of crew.  I think it would be better just to have them all controlled by pilots.  Also, if the fighters are remotely controlled your pilots could rank up to be able to control multiple fighters.  There are examples of people being able to control whole wings of fighters via remote control in Sci-Fi.  Like for instance Gene Roddenberry's Andromeda.

  9. I think some kind of system is needed.  After all battleships don't run out of ammo, but a carrier will quickly lose most of it's fighters.  Also, replacing the fighters themselves is just part of this.  If there isn't some way to keep your pilots alive you'll just run out of them instead.

  10. Realistically, if you took a container and then replaced it with ten smaller containers you would lose some cargo space because of the extra walls.  That being said, losing more than half your cargo space is too much.  And I can agree with you from a building freedom perspective that it shouldn't matter at all.

     

    Crew quarters, hangars, and solar panels wouldn't magically get better just because you make them out of something else.  Their function is based purely on physical space.  This even factors into advanced building techniques where you can save on weight by using Trinium or Xanion crew quarters and solar panels.  Hangars need the HP because they are accessible from the outside of your ship and are literally glowing targets.

     

    Computer cores are odd.  I don't understand them very well.  So, I wouldn't be sure how changing them would potential unbalance things.

     

    I've brought up the problem with the IFGs before here: http://www.avorion.net/forum/index.php/topic,1066.msg5437.html#msg5437

  11. SageThe13th - The mines would start at 70% efficiency and then if you staff it with miners instead of civilians then they efficiency would go up. With 100% being possible. I mined my 200k asteroid with lasers that did about 32% or so. That means I only got about 60k units out of it. For the time I had to spend mining it. I would have gladly sold it off or built a mine.

     

    Yeah.  That's a good system.  I also have this same problem.  It's why I vastly prefer prirate hunting.

  12. I have finished my third game and finally reached the core and fought the endboss. I don´t want to know how many hours I sunk into Avorion the last weeks, just building and refining my ships and trying to "do everything", which frankly is near impossible. And repetitive. Which brings me to my topic: A good game should captivate player base beyond the initial grasp of the mechanics and offer an engaging revolving incentivising factors. That´s why I´d like to point out some things which could be improved.

    Pointing out things that are wrong is all well and good.  But, you don't really suggest anything to fix the problems.  This kind of thing might be better being posted in the Gameplay Discussion sub-forum.

     

    Apparently, the most efficient design is a "borg cube", with about half a million to a million shield power and firepower anywhere in the region of 16k-100k. Having arrived at the endboss yesterday, I can see this making an annoying eternal fight at least half worth your while. I hate scripted combat. I´d take a fleet of 100 Xsoltan ships instead any day.

    I feel like the flying cube meta is almost unavoidable.  It's appeared in every space building game I've ever played.  And it's product of the fact that a cube is a very efficient shape in real life.

     

    In the meanwhile I also think that crafted weapons are too strong. In fact the whole dps-equipment system could use an overhaul. The balance between number of turrets versus a turrets firepower versus possible shield strength and regeneraten needs to be more closely aligned.

    This I totally agree with.

     

    I also do not want a too high difference between iron and xanion areas, because it would not really make sense from a roleplaying perspective. Otoh, I would like to have more incentives to stay in the lower tier areas, because on my third and fourth game, I just make a beeline for a mixed Trinium/Xanion area, just stopping by enough to get appropriate salvage lasers.

    I like the ways the material tiers work.  The biggest problem I have with replaying a lot of RPGs is having to go through the far less interesting early game over and over again.  In Avorion you can skip to the mid-game and I don't have a problem with that.  After all I still feel like any player just starting out will work their way through the material tiers slowly and in order which helps them learn the game.  There's still some room for for improvement, but I don't see the need for a massive reworking.

     

    Concerning the systems and faction, I think that they are a tad bit too repetitive in view of the large galaxy we can explore. Elite: dangerous players know what I am talking of! Basically, each "inhabited" system is a bathtub with about a dozen toys floating in it. I have read with pleasure that the devs want to add interactive planets. Everything which makes a system feel more alive and individual!

    I think this one of those things that will definitely get better over time as more content is added.  I believe the Dev even said that the core is in a bit of an unfinished stated.

  13. I agree with a lot of what's been said.  I still dislike the idea of buying turrets with no parts required.  I don't think it's the base system that's broken but the calculations need to be changed.  Turret RNG in general needs tweaking.  Turret factories, loot drops, and research stations all need to be rebalanced.

     

    I like the recycling idea.

     

    DivineEvil had an interesting idea for reworking the system.  Basically, you can reverse engineer a turret you own.  The turret is destroyed and you get a blueprint that you can use with a factory to mass produce that turret.  I would presume that if that system were to be used the turrets produced by turret factories without a blueprint would be of much lower quality.  So that there's actually a reason to go looking for good turrets to reverse engineer.

  14. I'm having a hard time understanding you post.  But, the gist of what I'm getting is that you don't like how fighters are currently implemented.  Well you aren't alone and there has been a lot discussion about how to improve fighters.  Including ways you could design your own.  I guarantee changes are already planned based on those discussions.

  15. Not sure what the fuss is about.. I keep hearing people have to wait for 5-10 min to calculate. I just calculated a 50 sector jump and it took exactly 2 seconds per sector, so 1min40. I know it's possible to get more than 50 reach, but that's already one hell of a jump.

     

    If we remove this, we'll be able to jump from one end of the galaxy to the next in 3 minutes.. Don't you think this would be overpowered?

     

    I'd be fine with a slight reduction from computer cores, but removing this altogether would be totally overpowered.

    I don't want the mechanic removed.  But, I would like a way to speed up the calculations.  When you think about it there's a hyperspace upgrade card that decreases the cooldown timer and there's a hyperspace upgrade card that increases radar range so can see where you are jumping to.  But, there's no hyperspace upgrade card to speed up the calculations.  It seems like a bit of an oversight that you can improve every aspect of jumping with glaring exception of the calculation times.  So, those always end up being the bottle neck.

     

    It would be too OP to be able to jump instantly.  It's just that if I install like 4 different hyperspace upgrade cards it would be nice if they actually sped up the process.

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