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About Me

Found 9 results

  1. Hello, I am unsure of the formatting here but basically my suggestion is to do one thing: When we build fleets, it is EXTREMELY time consuming to place every turret and every piece of equipment by hand for every ship in the fleet. I suggest that as long as we have both the equipment and turrets available to edit our own ship, we should be able to spawn ships for our fleet in with pre-placed equipment. Example: I have 8x mining turrets available to me, I want to create a mining fleet. I build one mining ship and place the turrets where I want them, then I save this design as a separate equipped ship template type so all I have to do to build more of them exactly the same way is to simply spawn it in. This takes the turrets, money, and resources, and voila, another mining ship. No more extremely tedious processes! This means finally fleets will be fun to play with and the micromanagement will decrease significantly.
  2. Greetings, dear developers, everything that will be described below in the proposals you should consider as an approximate or figurative vision of the author, I write with the help of a translator from Russia and therefore some phrases may not be clear. Today we will talk about ships, as we all know, they are frankly not beautiful, not interesting. Previously, they looked like sticks and crosses,but now they look like barrels assembled from lego. My suggestion is to make ~10 different groups of ships at the developer level, and at the start of the world, each faction would be given a random group. I have provided a picture of how one group should look (approximately, this is a picture taken from the Internet), all ships from small to large + cargo ships should be in the group. Free time? My thoughts were about hiring 1 person to develop one group, the workshop is full of talented people who make excellent models of ships, I think that for the sake of such an addition, a small budget could be allocated. Just make this addon as an addition to the dlc that I wrote before Interaction with planets In addition to all this, it is worth doing it openly, so that modders could replace something themselves or add new ships/groups without special skills. Do not think that modders will do it for you, they do it not as a couple, as we would like. For me personally, optimization, quality ratios and resource consumption are important, and those who have a pc on ryzen. pro. max. quant2180 from the future prefer to make ships in a billion polygons and believe that if they have 500fps, then I will have the same with my PhenomX4 (yes, yes, I exist 😄) Therefore, I would like it all to be done at the developer level, and modders would simply complement it or expand it.
  3. Currently, if we upload a ship design to the workshop and then later delete the design from our game (whether this be due to us trying to clean things up/reorganize, accidental deletion, or moving to a new computer, etc), or even simply rename it, we're no longer able to update that design. It'd be nice if somehow we were still able to associate new designs we save with old workshop uploads, even if the original design no longer exists on our PCs.
  4. I feel ship designs would really benefit from all blocks being angled. Cause theres some times u just want to fill a small angled corner space with a generator or a integrity field. Or tiny angled engine.
  5. Simply put, a "Construction" mode we can switch ships over to while we build them. In this mode, the ship will be completely, 100% disabled, but will not suffer HP degradation from lack of mechanics. In this way, we can work on various ship designs a little at a time and not have to constantly run out for more mechanics as we build it bigger, or stick with it continuously from start to end (risking burnout). A newly founded ship should perhaps automatically go into this mode. Oh, and this should apply to stations/mines, too. I know there's the option of building them in a separate galaxy, but who wants to switch back and forth between a galaxy specifically for building/editing designs and the one they're actually playing on, resulting in their main play galaxy having to be put on hold?
  6. Please consider making smaller ships (generally) faster and more maneuverable than larger ships. I can't find the thread anymore (Found it. See below at #7, 2nd reply on that thread), but there once existed an old post here on these forums that suggested adjusting speed and maneuverability for ships by up to x2 for the smallest and x0.25 for the largest, scaling in between (I'm not sure if those numbers would work/are the best, but they're a start). These adjustments should be based on mass. Reasoning and effects on gameplay: First of all, there's the realism aspect. Yes, larger ships in reality do have the potential for higher max speeds. However, realistically speaking, they would not be able to maneuver (spin) as fast as smaller ships due to the inertial forces on the structure and crew of the craft. This does technically apply to acceleration/deceleration, too (larger is slower), but I believe this kind of already is a reality in this game, though it may still need further adjustments. Making larger ships slower and more cumbersome vs smaller ships would also give some level of utility and survivability to smaller craft. As current, larger is better in all regards except one: flying through/maneuvering around densely packed areas (ships, stations, and asteroid fields). Course, we have docking, now, so this is also largely mitigated by carrying a smaller ship with you. (Edit: Ok, I guess crew costs, too, but this is mitigated by the fact that your income should be able to support this by that stage of the game.) This would also give Independent Targeting turrets more utility/make them more useful. As current, they really only work well if you park your ship (or purposely design it to nerf its maneuverability), as turret tracking is not good enough to deal with the current high speed whipping around you often end up doing. Combat will more likely get focused in one central area vs spread out over hundreds of kms (think about going back and claiming that loot/wreckage...). It'll also look and feel more natural (vs seeing Mount Everest sized objects dancing around each other) and will be easier to keep track of. If done, top speeds for large ships would have to be nerfed despite realistically being able to achieve high speeds due to densely packed areas (ships, stations, asteroid fields). You could instead have this as a "zone" around objects/from center of sector, but in order for it to not be exploitable/cause grief, it'd have to be dynamic based on your speed, heading, and deceleration rate, which could add all sorts of overhead to game processing. As is, though, the only need for speed anymore would be getting from one side of a sector to another, and with the new docking mechanism, you could carry smaller ships with you to help mitigate this. Alternatively, even, you could lower the max speed of normal engine flight while not implementing these restrictions on boost flight. Boost would still need to have its acceleration decreased and then NPC ships would have to be smarter about its use or not use it all. (Edit) Also if done, weapon ranges may need to see some adjustments to account for larger ships being slower. IE, range scaling for weapon size may need to be increased, possibly even give everything a general increase. (Edit) An old thread with some good points and I feel much of it still applies: (Edit) Great point someone else below made: I'll add more as I think of it or other points are raised from others.
  7. Mod or game feature idea: New crew named scientists which work in Academy modules which now produce research points (if training crew it produces less). Scientists have to be trained in the academy they will work (can't be trained elsewhere and be transported). Research tree: combat: ‌ fleet size scaling ‌ weapon quality scaling ‌ fighter specs industrial: ‌ factory/craft module unlocks ‌ resource processing ‌(For example by default you can process iron and titanium. Everything else needs to be researched.) module upgrades agriculture: ‌ station/craft agricultural module unlocks ‌ food processing ‌ agricultural module upgrades economy: ‌ passive credit income locked under this tree Scientists also speed up the training if there is no ongoing research. Distinct type of research data can be acquired from combat/exploration which speeds up distinct type of research. Stations no longer built for only one job. There are station modules that require TW(1000GW) to run and fixed minimal size and therefore not recommended to put on regular ships. Ships/stations with such modules can jump but after each jump there is a certain % of disintegration and it could destroy modules and all of it's content. For example a resource processing module with 5000 built in cargo space full of ore will lose 5000 of ores if destroyed. Much more modular weapons. Weapons can be crafted with functionality that is calculated by scripts. This started out as a mod idea. For now it is only a plan. If anybody thinks it is a good idea and wants to help me please do not hesitate to reach me out on discord (tret#8541) or on my e-mail address: tret2100@gmail.com. I am in need of graphical designers (for all the icons and ui) and 1 or 2 developers. The main source of this idea was the rush of progress at the mid-game. You get to a point where you can farm everything just from salvaging. This mod is designed to stop that and give more focus to stations.
  8. I rather enjoy playing Avorion and love the amazing creativity, effort, support, and love that can be, and is poured into the game, it's content and ship. What I think might be interesting, if it is doable, is the ability to attach smaller vessels to larger ones. Ships can dock at stations, sure... But, Let's say though your ship is in the middle of nowhere, and not near a docking station, or at least not a friendly and/or player built one, and unable to jump to a station as it is out of his jump range, or lacking in power or the capability due to combat... In such a scenario, you could in theory attach/link/dock the smaller vessel to the larger one, making it into a sort of Transport ship for those smaller Craft. Other uses for this could be for jumping larger collections of forces without relying on individual ship jump systems and wormholes. It could also give me incentive for designing ships for specific purposes and classes. For Example, a transport ship for ferrying those smaller vessels would not be a capable frontliner and could perhaps serve as a bit of a mobile refueling and repair station or something like that, with limited resource depending on it's cargo capabilities and such. Additionally a ship designed specifically for ship ferrying, could potentially free up upgrade slots in frontliners and allow for more capable frontline vessels with greater weaponry and firepower, and/or more defensive capability. Depending on your choice of design. I have a whole slew of ideas centered around this that could add a great possibilities and benefits. Thought I might throw this out there and see what others think. I came to realize recently that I need further clarification on what I mean. Thank you to AvorionCraft, for bringing me around to that realization. When a ship is docked to another ship, all but the most basic systems needed to run that ship are shut down in a manner of speaking. It is, in some way attached or held in place by docking clamps on the exterior of the carrier ship, and all functions and controls are essentially handled by the transport ship. The carrier ship would only change in mass, and thereby the required energy needed to produce thrust and/or to make a jump, which could be supplied by the docked ship(s). It would have the capability to transfer crew, fighters, and any cargo (including torpedoes) and both ships would still be separate entities, but so long as the smaller ship is docked to that carrier transport, it's incapable of moving or acting on it's own. Shields are powered down or minimal (less than 25%) and all turrets are inactive. If the transport ship is attacked and destroyed while the ship(s) are still docked, all ships docked are also destroyed. In the case of needing an emergency undock due the carrier transport being nearly destroyed and under heavy fire, An emergency undocking procedure could be performed that undocks all attached ships by destroying/severing the carrier's docking clamps and it will be incapable of having any ships redock, or new ships dock until the ship has been fully restored and repaired at a repair dock. Additionally, in order to make a carrier transport/ferry for ships, maybe this could be something designated through specific equipment modules that must be permanently installed or even a new Artifact module, and any ship with the module(s) suffers a percentage reduction in current total Shield points, Hull Points, and Turret Slots and gains a number of docking hardpoints to determine how many ships it can ferry, and an increase in jump range, and an increase in cargo capacity. I believe doing it through an equipment in this manner would also reinforce the idea that the carrier transport is not meant to be on the frontlines and that this would be a support ship that can resupply and transport other space craft. My reasoning for all this is a combination of thinking more realistically and strategically. This would allow one to dedicate a ship specifically to transporting other ships across the sectors but would provide a reason not to always have a ship docked to another, and it would give incentive not to just jump into a combat sector and deploy a massive fleet of ships. Instead, you would jump your carrier ship a few sectors out, ideally in a safe sector controlled by you or an ally, undock your ships, and then jump into combat. In this way there would be a combination of balance and utility. P.S. Thanks again to AvorionCraft for the realization of how vaguely I described my idea, I hope this is more clarified, and possibly a greater understanding of my idea for Carrier Transports and ferrying vessels. Edits: Feb 22 2021: Spelling and grammatical errors. April 07, 2021: Clarification and more detailed break down
  9. These are my ship builds. Aircraft Carriers, Battlecruisers and Anti-Pirate Ship. The following builds shown here will make players motivate themselves to create a unique and well designed concept ship builidng. I want to share these pictures for you all. Hope you like it 😎
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