Right now Avorion is broken up into four simulation levels
Player-active sectors
Realtime sim
[*]Loaded sectors
Almost-realtime sim
Ships can attack/be attacked, move precisely around the system, and trade, among other things
[*]Unloaded sectors
Nothing happens, but at least the sector data is saved
[*]Ungenerated sectors
Not yet generated
That suggestion would shuffle a little those simulation levels' abilities.
Player-active sectors
Realtime sim
[*]Loaded sectors
Almost-realtime sim
Ships can attack/be attacked, move precisely around the system, and trade, among other things
[*]Unloaded sectors
Ships can move abstractly with vector-based movement, allowing action times to be calculated without anything "ticking" or any space be "drawn"
Ships can trade and move on a sector per sector basis
Ships can mine and scavenge: tally of asteroid resources is precalculated, substracted from, and asteroids/wrecks are destroyed when sector is loaded.
AI ships can battle in a crude simulation, though the sector will load with priority. When player ships are engaged, the sector auto-loads.
[*]Ungenerated sectors
Still not yet generated, but the oldest unloaded sectors may de-generate if not enough disk space is available (a low disk space prompt will appear).
Galaxies may also have a savefile size limit, to help people playing on multiple galaxies and games.
Faction differences
Following dynamic economy, some faction traits will have new effects such as:
Intelligence
Ship plan generation: dumb difficulties making good ships, otl
Very Dumb: Will use useless hull/armor blocks.
Dumb: Will replace edge blocks by half-sized full blocks.
Neither dumb nor smart: Will use edge blocks.
Smart: Will "optimize" more than 4-cubic sized edge blocks into two edge armor blocks protecting an additional block (usually a thruster or integrity field).
Very Smart: Optimization is increased to 1-cubic sized edge blocks, some ships have stone or reflectors instead of armor to resist electricity and lasers !
[*]Other things (number and size of ships due to strategic micromanagement abilities)
Very Dumb: Won't use modules, -40% number of ships, +60% size of ships, CIWS and disruptor ships replaced by boarding and ramming ships, -4 Tech Levels.
Dumb: 0 to 2 random modules per ship, -20% number of ships, +30% size of ships, CIWS ships replaced by boarding ships, -2 Tech Levels.
Neither dumb nor smart: 1 to 4 fitting modules per ship.
Smart: Half of slots filled with +1 rarity modules, +20% number of ships, -15% size of ships, and very rare "hero" ships with "Very Smart"-type abilities, +2 Tech Levels.
Very Smart: All slots filled with +2 rarity modules, +40% number of ships, -35% size of ships, +4 Tech Levels, some special AI-only advantageous ship roles/abilities like firing when cloaked, passive stealth, transporter bombs, strategic ram ships (enjoying reduced collision damage), etc.
[*]Honor: Honorable opponents are fettered but stronger, while opportunistic foes send sneaky raids from unexpected vectors !
Very Honorable: +150% ship HP/size, won't use stealth, stealth detection, torpedoes and point defense (hence huge ship HP boost, they'll take those torpedoes to the face while grovelling), will send to you number and composition of their attacker fleets in faction wars.
Honorable: +50% ship HP/size, won't use stealth and stealth detection (heace ship HP boost), will warn you in advance of their faction war attacks.
Opportunistic: +1 hyperspace range to send attacks from, more stealthed and boarding ships.
Very Opportunistic: +3 hyperspace range to send attacks from, more stealthed and boarding ships and "far attacks" will be always stealth-based or boarding-based (or both), may "feint surrender" in faction wars.
[*]Aggression: Peaceful factions get defensive, and may invite more allies to defend them in wars.
Very Aggressive: As usual, plus 2 additional ship per headhunter squads, some headhunters are sector patrol-sized, sector patrollers may pursue their quarry.
Aggressive: As usual, plus 1 additional ship per headhunter squad, headhunters may pursue their quarry.
Peaceful: +25% sector patrol ships and 1 additional guard ship per station per station defense squad. Increased chance of defensive pacts against faction wars.
Very Peaceful: +25% sector patrol ships and 2 additional guard ships per station defense squad, some station defenders are carriers. Greatly increased chance of defensive pacts against faction wars.
[*]Wariness: Brave factions are proud warriors and will punch their enemies instead of firing in ships !
Very Paranoid: As usual.
Paranoid: As usual.
Brave: more boarder ships, more security in stations and flagships, increased ramming behavior.
Very Brave: boarder ships come in squad (three for one), stations and flagships have ridiculous amounts of security personnel, greatly increased ramming behavior.
[*]Generosity: Greedy factions skimp on nonvital crew to get bigger ships, while Generous factions spend more on smaller ships...
Very Greedy: As usual, and +15% ship size but -50% security personnel.
Greedy: As usual, and +5% ship size but -20% security personnel.
Very Generous: +40% monetary mission reward, -10% ship size but +30% crew.
[*]Activity: Passive factions are slower but have more momentum, while Active factions spread themselves thin in their multiple endeavors. Note: events include faction wars, though the ship amount affected there will be the faction war pool, not the fleets' composition (it would end in endless defeats for active factions otherwise).
Very Passive: +35% ship amount (rounded up) per event, +50% delay per galactic simulation turn and per station defense proc.
Passive: +20% ship amount (rounded up) per event, +25% delay per galactic simulation turn and per station defense proc.
Active: -15% ship amount (rounded down) per event, -25% delay per galactic simulation turn and per station defense proc.
Very Active: -30% ship amount (rounded down) per event, -50% delay per galactic simulation turn and per station defense proc.
Suggestion
Kamo
The Two-tiered simulation
Right now Avorion is broken up into four simulation levels
[*]Loaded sectors
[*]Unloaded sectors
[*]Ungenerated sectors
That suggestion would shuffle a little those simulation levels' abilities.
[*]Loaded sectors
[*]Unloaded sectors
[*]Ungenerated sectors
Faction differences
Following dynamic economy, some faction traits will have new effects such as:
[*]Other things (number and size of ships due to strategic micromanagement abilities)
[*]Honor: Honorable opponents are fettered but stronger, while opportunistic foes send sneaky raids from unexpected vectors !
[*]Aggression: Peaceful factions get defensive, and may invite more allies to defend them in wars.
[*]Wariness: Brave factions are proud warriors and will punch their enemies instead of firing in ships !
[*]Generosity: Greedy factions skimp on nonvital crew to get bigger ships, while Generous factions spend more on smaller ships...
[*]Activity: Passive factions are slower but have more momentum, while Active factions spread themselves thin in their multiple endeavors. Note: events include faction wars, though the ship amount affected there will be the faction war pool, not the fleets' composition (it would end in endless defeats for active factions otherwise).
Link to comment
Share on other sites
3 answers to this suggestion
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now