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  1. I want to expand on one of my previous mixed suggestions as I feel like different starts could use less resources to develop and yet make game play much more interesting. Last time I mentioned these "starts" It was in my "spicing up pirates" post which was not really good of me to bundle up the two ideas so I wanted to make it a standalone suggestion. I know it likely has been suggested in some form or another but I feel like to massively spice up the game you could create new, much more interesting starts that would use the new progression system that was announced or perhaps even use the old system too. Also adding the idea of more starts might push out alot more mods that develop special starts that normally wouldn't be easy to develop if you have a page/code dedicated to it perhaps. Here are just some ideas of mine but post your suggestions down below also I would be happy to read them all. Last time I started off with a basic start so this time im starting with a complicated and possibly dangerous start, -The Core Start where you start with bear minimum resources however you start with just enough avorion (yes an avorion start) to jump across the barrier and flee as the zone will be way too dangerous for you to handle early on, or you can be greedy with this start and scavenge destroyed pirates/xsotan for early late game loot and then retreat later. However so people don't push their luck too much make it for the first maybe 20-40 hours you are hunted while in the core which eventually stopped happening after the time period. Previously I mentioned a Pirate type start in my other post but want to expand it abit -Likely one of the more interesting starts would be to start allied with a single pirate faction (enemies with all the rest) and you start in a small cluster of space which introduces mini pirate factions across the galaxy as sort of a home base for each pirate faction. Also with this start you would be at war with every single normal faction to start off with however there will be opportunities to get on their good sides with enough work. This save would give two options for multiplayer (or more if you can think of any more) these options would be 1. To start in the same pirate faction or 2. Start in different pirate factions. Ways of surviving early on in this Start would be to attack unarmed/lightly armed cargo ships or shooting up enemy pirate factions to survive slowly growing your strength. One last possibility for this start, but is optional by the developers if they dont like this part of the suggestion, is the ability to fund/upgrade pirate factions to be more of a threat and possibly more of an assistance to yourself. The next list of starts will be minor influence of gameplay but might be enough to spice up your playstyle, these suggestions will be brief and can be expanded on in the comments or by the developers if chosen -Trade Start: Start with a small amount of resources, a small chunk of credits and only one defensive weapon turret to allow you to stop early aggression while trying to escape, main goal is to trade and start up from that and then expand from there. P.s. you start with a drone without mining lasers -Mining Start: No Weapons to start with, 4 mining turrets and your drone upgrades its mining turrets as you first get a new ore type. No credits to start with either so it will mostly start with mining. -Damaged Mine Start: Start with a founded mine (such as coal or oil) that produces much more slowly and can never be upgraded to normal mines levels. It allows for early income but not too strong of an income, allows for self trade early on or AI trade. Also minimal Resources and mining equipment most will be acquired from purchasing early on. -Scavenger Start: as for the final simple start I suggest one of the more difficult simple starts to be a scavenger that has no weapons nor mining turrets, you start with a single salvaging turret and very very little resources to build a small ship with. The rest is up to you captain. I think for this post I won't post any more suggestions just yet, I might instead post comments here on any other starts I think up later. Upvote or follow the post to keep up with my new ideas and hopefully you enjoyed the idea.
  2. Intro: In the wake of the Xsotan's destruction, nations of the galaxy are once again vying for control and influence. You find yourself a newly appointed ruler of a fledgling nation in the outer rim. Use your resources wisely in order to guarantee your future. Expand your grasp with diplomacy, wealth or pure military might. Will your nation stand the test of time in the wake of this galactic turmoil? Scenario: This scenario grants player the opportunity to skip the slow build up to creating a faction in favor of a 4X style RTS. The player would be granted a starting territory with stations, resources, and money to create their own fledgling faction in a galactic wide conflict for power. The player will need to be strategic about their resources as they will be competing with opposing factions along with defending against pirates. They can use their resources to assemble a fleet of ships to fight or trade to expand. Diplomacy is also an option that can be very beneficial when played right. Difficulty: Beginner: Your neighbors love you and you frolic around space in harmony, most pirates are too dumb to assemble their own space ports and they tend to run at the first sign of trouble Normal: The usual diplomacy occurs, most have adequate relations with you, pirates have spines and will raid unprotected cargo convoys. You have a minor pirate infestation in your outer territories. Better deal with them fast before other factions get ideas to do if for you... Veteran: Your relations with your neighbors are mixed with several being unhappy about pirate raids coming from your border. Pirates control territory in your southern quadrant with a couple captured shipyards serving as their bases of operations. Pirates are more emboldened to attack your convoys with deadlier equipment to do so. Neutralize them before your neighbors decide to invade. Expert: You are not very well liked. Your neighbors are unhappy with your rise to power and won't hesitate to invade you at the first show of weakness. Pirates are a lot braver (darn space rum...) and won't hesitate to attack your supply convoys. You have multiple pirate spaceports in your territory that need terminating. Hardcore: Now your going to get it... Looks like your neighbors are amassing fleets at your borders as we speak. Pirates are sophisticated raiders who will target your supply fleets with impunity. Pirates have taken over your territory and must be driven out at all costs. Insane: You really don't have to do this to yourself... You're 'in power' in one of the most war-torn, pirate infested cess-pools in the galaxy. Pirate gangs control your territory... Oh look... it's the local galactic superpower on its way to take control liberate us from the pirates. This is going to get interesting. Features: - Your own faction HQ: it allows you to hold your influence over your territories and gives you the ability to track vessels in a certain radius. Defend it wisely. If lost, it is a good chance your territories will splinter or surrender to the enemy. - A dynamic galaxy with territory constantly being won or lost. To avoid the player steam rolling in the end game, factions would end up consolidating through alliances or conquest. Dealing with bigger territories with more ships and production makes it harder to conquer. - Regional HQs: At a certain point, one HQ cannot command so much territory. Regional HQs serve the purpose of expanding control and providing ship tracking. Be careful though. If an HQ is destroyed or captured, the entire territory is lost. Defend them wisely and prioritize them in attacks. - Warp Tracking Satellites: Offers hyperspace tracking at a smaller price and reduced range. They can be easily destroyed so watch enemy movements closely. Special cards can be put onto vessels to detect hyperspace jumps or bring ships out of hyperspace. - A bigger role for shipyards: Ship yards have often been overlooked in the game because the player can build anywhere at any time. Shipyards would take the roll of automated ship production allowing the player to focus on more pressing matters. Specific ships could be configured and selected to be built by shipyards and time would be based on the size of the shipyard and volume of assembly blocks. This would make shipyards a vital location for both players and npc factions. - Role for population centers: population center could have the role of producing your workforce. Upgrade them with academies to get specialized workers with more experience and greater proficiency. Protect them well. Crueler factions and pirates will attack these and steal your people. Consider that attacking these will be looked down upon by most factions... Enhanced Diplomacy: Factions can be convinced, bribed or will beg for alliances. These are in the form of trade agreements, defense pacts, military alliances, share Jump gates, cede territory, close borders, coerce for resources, letters of marquee, etc. Use these wisely to create strong allies and topple your enemies. Factions with different characteristics will act differently to each proposition. Factions will also have reasons for liking you... or not which will effect your overall relationship. Things like alliances with other factions, Acts of cruelty, breaking pacts, pirate attacks coming from your territory, successful diplomacy, etc will all add or take from your reputation with other factions. High reps allow for better deals and a greater chance of future diplomacy occuring. A poor relationship may lead to an outbreak of war. [EX: Harboring Pirates: "our ships are being attacked by pirates coming from your territory." -X amount of Relation per minute] (REASON: Pirate outposts located in your space) [EX: Trade Pact: "we appreciate your cooperation in our trade agreement. May both nations prosper." +X amount of relation per minute] (REASON: trade pact occuring) [EX: Thinks You're Weak: "your nation is weak and lacks the basic means to defend itself."-X amount of relation per minute] (REASON: major difference in total omicron) Cargo Fleets: You need lots of money to fund an empire. Creating a trade fleet to ship mass quantities of goods for cash is essential. However, pirates, enemy factions, and other raiders would be more than willing to take those goods off your hands (by force...) if your trade fleets are not well protected. Letters of Marque and Raiding: A letter of Marquee allows the owner to destroy all ships belonging to enemies of the issuing faction without diplomatic penalty. Other factions may not be happy to see you raiding so be aware of who's around before you pirate and loot to your heart's content. *Raiding is also a great, less than honest way of earning money. Your AI controlled ships can be commanded raid vessels, but factions will not look kindly on your aggressive measures. RTS-like battle system: There will be points where you may have multiple fleet on fleet battles. You will either have the opportunity to auto resolve (based on omicron or something) or take command of your ships via the tactical map. Battles can occur when opposing vessels are within the same tile. The player will be forced into a battle if enemy ships with intent on fighting Jump into the same sector. Once the battle starts, players will have a certain amount of choices. Fleet Tactics: Fleet tactics can be employed like focusing fire on one vessel, formations, charges, or retreats. Retreats will require a certain amount of time for hyperspace cores to charge up so players/enemies must hold out until the timer counts down. *More ideas out soon. Thanks for taking the time to read this. It would be incredible to see avorion take the next step with the addition of an RTS style 4X scenario. Easily would make it the most epic game of all time. Feel more than free to voice ideas, comments, or criticisms about the idea.
  3. Pirate Changes/Additions: I do see some systems with pirate shipyards and such but since each area tends to have its own pirate faction why not make it a little more interesting by making them a smaller faction instead with a reason to have these sectors. These sectors would consist of different stations that could be seen in another feature im going to suggest down marked with a "*" below but first talking about different pirate type sectors. Different Pirate Sectors: Main high threat sectors: Full of different stronger than average pirates of the area that has focuses on defending their systems and have a good time while doing it. Asteroid posts/Satellite sectors that grows their influnce of which sectors they can go too. Destroying such posts/satellites temporarily lowers influence in surrounding sectors slowing pirate spawn rates until they have rebuilt these stations. A Pirates Smuggling Bay: A place where pirates dont shoot on sight but gives you an opportunity to perhaps get friendly with them, maybe a place to pay off bounties on your head or even a place to smuggle some goods. Also a special cheaper than the average faction map revealer to show the pirates zone of control and surrounding factions border systems (their raid spots perhaps) * Game feature suggestion: Special starts when first loading into a galaxy to choose your start types: (All Starts start with common quality gear) (Start Difficulty in brackets) Simple/Classic Start: Where you start with your usual two mining turrets, two chain guns and a handful of resources and credits (Easy/Classic) Trader Start: You start with more credits than the average start and a single chain gun for defense. A start focusing on trade and reducing the ability to rush mining (Medium) Miner Start: Where you start with zero weapons but have four titanium tier mining drills, also start with either more unarmed and less armed turret slots or simply give the miner start a starting upgrade to allow you to equip all 4 mining turrets. (Easy) The Pirate Start: Where you start all factions with bad relations or war relations but allied with all pirate factions, you may use their stations and only start with 3 weapons and very little resources to work with. Warning the only form of early game trade is with Pirate Smuggling Bays. (Hard) Rift/Scavenger Start: A brutal start that finds you spawn much closer to the core than you could ever be ready for, You start with very small amounts of resources, you have no turrets what so ever and very little money. Your job is to hope to scavenge early loot from pirates that get destroyed by factions or even get lucky and find stashes. All factions start neutral to you but not a single faction starts in bad relations with you as your just a lowly scavenger their eyes to make ends meet. (Extremely Hard) The Mine Start: You start with a basic coal or oil mine that is weaker than the average mine with extra upgrades starting cheaper to get it to your standard coal/oil mine. You start with a very small ship with a single mining laser in the middle of no where, there are factions close to your spawn but not directly in your spawn. (Unique/Difficulty Varies)
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