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DLC Avorion Into the Rift Out Now!

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Additional ship commands, command improvements and layered behavior


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Additional ship commands:
-Flee: The ship boosts away from hostile ships and stays out of their torpedo and weapon range.
-Follow: The ship stays close to the target ship and fires on enemies at range but doesn't leave the ship it's following to chase after enemies.
-Transfer crew/cargo: The ship transfers chosen crew or cargo with the target ship.
-Wait: The ship waits in its current location for a set amount of minutes.
-Unbrand: Unbrands stolen goods.
-Mine all asteroids command: Some people want to clear a sector of asteroids or get help from their other ships against a special enemy.
-Open/claim: Opens all stashes and claims sellable asteroids. Requires C43 object detector of at least yellow rarity to function.

Existing command improvements:
-Mining command should allow material filtering
-Attack command should be split into two categories:
   *Close range: The ship gets close to enemy ships so that all of its weapons can fire.
   *Long range: The ship stays far from enemies, using its long range weapons to rain death on enemies. Requires a weapon with over 12 km range to use. PDCs are ignored in the calculations.
-Fly through gate/wormhole: The command's existence isn't communicated clearly enough and it doesn't allow ships to go through gates or wormholes that haven't been explored and flown through before.
-Salvage command should make the ship automatically buy a salvaging license whenever it is about to run out of one or doesn't have one.

Command layering:
This should essentially allow ships to respond to changing situations. Players could set a secondary command layer for their ships that would not interrupt their queued orders unless activated based on certain triggers like getting attacked. The primary command layer consisting of an infinite order or queued orders would be remembered by the ship and it would return to proceed with those orders once the trigger for the secondary layer has disappeared, for example all enemies in the sector have been destroyed.
For example, a miner would have a mining command with its queued ones as its primary layer, but if it gets attacked it would switch to fleeing or attacking enemies.

Edited by TenguKnight
Added a missing command
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il throw my own desires for this in here too, since its more of the same.

a standing orders menu for behaviour biases

aggression: low-med-high. would determine if the ships tried harder to evade enemy shots or keep its own guns on target.

range: low-med-high. would determine if the ship would get as close as it can to get shots on target, or try to keep at maximum range of its guns.

self preservation: low-med-high. would determine when a ship tries to jump out of sector due to damage

seek repair: low-med-high. would determine if a ship simply accepted lost blocks, waits until im in sector to ask for repairs, or jump to the closest known/assigned repair dock. (would give more value to player owned repair docks.)

profile: scout/non combat-defend-engage. would determine if a ship boosts away from attackers(rather than sit still and be shot to bits.), hovers near/tries to heal friendlies, or goes off to engage enemies.

anyone who played warzone2100 should have a good idea what im thinking about.

 

changing patrol sector command so that a ship told to patrol automatically carries out other tasks its equipped for, like trade and salvage.

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As far as more commands go, I think it would be very helpful to have an extended buy/sell order that does not expect a specific amount, but whatever is possible at the moment (taking into consideration supply/demand, free cargo, and available funds). Maybe by providing a value of zero or a negative amount, to signal "buy up to this much, or less if criteria not met" and "sell as much as we can, or less if client doesn't want any more", and then move on to the next order. Pretty high up on my wish list...

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