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Found 6 results

  1. A block or tool to design widgets to ships with editable animations. Examples: -Spinning Radar receivers -raising, lowering arms -blocks that adjust once a certain speed threshold or energy level is reached -strobing blocks
  2. Currently ingame, there is absolutely zero reason to build the Solar Panel blocks ingame. As titanium (which can be found in the spawn system) generators are just superior. This is only worsened by the progression further in the game as generators with each tier progressively produce more and more power, while Solar Panels recieve no similiar gains. Some Examples: 100x1x100 Titanium Solar Panel: 20.4Gw 100x1x100 Titanium Generator: 825Gw 100x1x100 Ogonite Solar Panel: 20.4Gw 100x1x100 Ogonite Generator: 1500Gw If the same scaling of Titanium>Ogonite is applied to solar panels, the resultant power output would be 36.72Gw.
  3. With the Avorion 2.0 progression changes, an additional benefit to unlocking new materials might be to unlock new uses for older materials. The changes here might be somewhat subtle, but could greatly vary ship designs and not just focus designs on the lightest &/or beefiest materials available. Presently: Some blocks are available in a variety of shapes as soon as you get them. For blank hull, hull, armor, stone, etc; you can immediately start building in almost any shape. Oh! Crew quarters too. Proposed Change: Each time a player's ship building proficiency increases, some blocks gain new shapes that they may be placed in. New shapes may be gained a few at a time or all/nothing (I'm personally in favor of block, edge, corners, and the rest, but that discussion is something to consider and beyond this post in particular. For instance: Material +0: Normal, block choices are as they are now. Material +1: Framework, Thruster, Turret Rotation Lock, Torpedo Storage gain new shapes. Material +2: Energy Container, Dock, Assembly, Torpedo Launcher gain new designs (direction of torpedo launch could be based on the angle of a given face of the block rather than a cardinal direction. Material +3: Shield Generators, Generators, Hangars (including fighter entry/exit direction) gain new shapes. Material +4: Academy, Cloning Pods, & other things. This wouldn't have to be available for all material types; and it gives the possibility of progressing your construction prowess beyond Avorion (material), through other endgame challenges. Otherwise, the way materials are shown above, you could only make Edgy Academies from Naonite when you unlock Avorion as a building material. Either way, it would be interesting to see if the amount of performance of some blocks would be sacrificed for stuffing other blocks on edges and corners; and potentially keep some earlier materials more relevant throughout the game.
  4. Will we ever see more colours added to the palette? I know that it may seem like we have a lot, but I've noticed that there are odd sections of the palette which are underrepresented, especially darker colours as most colours seem to render a bit on the lighter side in-game. This is especially problematic since glow and hologram blocks interpret most existing colours with such high brightness that only a few shades of each can actually be differentiated visually. More options for very dark colours would help solve this (I'm guessing that adding more colours is probably easier than changing the way colours render). I don't know if anyone else has an issue with this, but I certainly find myself struggling to build multilayered objects with lit areas due to the way the current colours work on glow and hologram blocks.
  5. The current ship destruction and reconstruction option, while convenient, misses an opportunity for more immersive play and additional faction quests. The proposed would be a significant overhaul to reconstruction tokens and the consequences for losing a ship. When a player ship is destroyed, a certain amount of its crew, cargo, upgrades, and turrets are spawned as collectible items in a random, empty sector within 2 sectors where the player ship was destroyed. The number of crew and items recovered is determined by the game difficulty. This simulates the crew abandoning ship and escaping in drone sized escape pods. The sector shows up on the player map as a green blip with an exclamation mark that identifies it as a distress signal. When the player visits the distress sector with their lost crew and items, they will find everything floating in space for collection not far from where they exited hyperspace. The player is incentivized to have ships with spare crew and cargo capacity for these recovery missions. Additionally, if a flight recorder block was on the ship when it was destroyed, the player can repair the derelict hull as if it were an abandoned wreck. Ships recovered in this way become playable at 10% HP and immediately go through a hyperspace cool down and shield regeneration cycle. All the blocks lost during the event that destroyed the vessel are still missing, but can be restored with a "repair missing blocks only" command in the build menu. The derelict will also be bereft of crew, meaning the player will have to quickly add mechanics or suffer the eventual hull HP depletion from having an insufficient crew. Alternatively a player can pay a repair dock for a salvage operation. This replaces the current reconstruction token system, and the player pays a fee proportional to the number of crew and items for the operation. The salvage operation takes 1 minute of real time and ends with the previously destroyed ship dropping out of hyperspace in the sector with the hired repair dock. The salvaged ship is fully restored with whatever number of crew and items are recovered at that difficulty level. Distress signal sectors may now contain similar loot piles in addition to the standard distress signal sector encounters. This simulates the player coming upon and rescuing the life pods of a recently destroyed ship. Repair docks may also give quests to perform the whole salvage cycle for a faction ship. To complete the mission, the player jumps to a sector to find an abandoned wreck. The mission reward is proportional to how well crewed and armed the ship is by the time the player returns it to the repair dock, with the monetary reward equal to the total cost of the crew, ship, turrets, and upgrades on the recovered wreck when the ship is turned in. The mission will also award a turret or an upgrade of 1 tier rarity greater than what was equipped on the ship when completed. This is a lucrative way to earn credits, while also a new way to potentially exchange an unwanted upgrade or turret for something better.
  6. Hi devs, I have two suggestions (hopefully small) in relation to ship building. This is related to my experience while building. Split blocks - since we can merge blocks already, it would be extremely helpful to be able to split blocks. Especially for blocks in the inner part of our ship. Perhaps the tool to split blocks can give us a scale, into how many parts the blocks we want to split, or perhaps we can have a cutting/slicing tool to slice the block into several blocks we want (like a "Select Area" tool). See through blocks - this is related to my first suggestion. This usually happens after I laid out my energy generator, cargo bay, etc, and add some stuff outside. After adding some other stuff, I realize I need more energy, so I'd like to modify what's on the inner part of my ship. Maybe split the cargo bay and make it into energy generator. This would be much easier if I can see-through the outer parts of the block, and add more blocks inside. So I can delete some unnecessary blocks inside, and add new ones/rearrange the shape. Thanks for the consideration!
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