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MegaPost-Collection of all of my suggestions


AvorionCraft

Suggestion

Not all of my past ideas have any real bearing post 2.0, so I'm going back through them and picking/choosing the ones I think would make this game better.

With thoughts of what could be done to enhance the overall universe of Avorion, make it richer and give it more depth in several avenues. Take presently, we have 7 Elements. Iron, Titanium, Naonite, Trinium, Xanion, Ogonite, Avorion. These are the only factors in what give a ship its capabilities outside of modules, in which there are only up to 15 allowed. 

However, there are other ways to side-ways enhance this base concept. One is individual element enhancement through research and development. Another is additional modules and specializations. 

There are missing curves in the base game. Presently, an iron ship, unless you like playing ironman, will have a difficult time fighting its way through to the core of the galaxy. But what if there are other enhancements? 

Major Ideas:
Ship Specialization - Modules
Regular Modules
Technology
QOL Updates
 

Ship Specialization

A size 15 ship has 15 slots.

A size 6 ship has 6 slots.

However, specialization in any way requires a significant drop in other capabilities far beyond what make sense. If you want a ship that travels fast so that you can 2.0 travel anywhere in the galaxy in a short period of time (which is honestly fairly imbalanced to a degree), you have to install a boat load of hyperspace modules which reduces shields, guns, etc.

So specialize your ships! Every ship receives a new tab: Specialization.

Note!: Though regular modules for the most part can be placed in the specialization tab, they are not specialized modules, therefore work at a 25% efficiency rate (if legendary) whether in a primary slot or a subslot to a primary slot. EG: A Legendary Hyperspace Module with -30% hyperspace cooldown would only grant a -7.5% cooldown rate. A petty grade hyperspace module would be absolutely useless even if it were a good petty, with a likely maximum of -2.5% cooldown rate. However, if you did not want to specialize, you could absolutely load the entire specialization with hyperspace modules to get a roughly equivalent effect of 1-2 regular modules. Options and balance.

All ships start with a single specialization box available. Dependent on size of the ship, they could get more specialization slots, identified in inventory as "Specialization" so they're easy to search. 

  • 1-4 slot ships would get 2 specialization slot
    • max 2 subslots
  • 5-9 slot ships would get 3 specialization slots
    • max 3 subslots
  • 10-15 slot ships would get 4 specialization slots
    • max 4 subslots
  • 16 equivalence slot ships would get 5 specialization slots (explained further down)
    • max 5 subslots

Specialization slots would have subslots that can increase the overall prowess of the specialization slots. So very similar to the module tab but far more focused. For example, a 1 slot ship with one of my other suggestions for a "fighter/corvette module" would allow that ship to have its single slot module plus the specialization of a fighter/corvette module that would grant the ship the same dodge% as a regularly launched fighter, making the obviously smaller, weaker craft far more capable in battle. Enemy ships could also have these as options making some "obvious direct hits" for smaller craft miss completely. The specialization slot would be solo on a 1 slot ship, but add in a second slot to the ship, and the specialization slot would also receive a subslot. So now you'd have 2 regular module slots, a primary specialization slot, and a subslot for a total of four slots.

These subslots would be able to host regular modules if the primary slot was a specialization slot that directly tied in with it.

Suggested specializations:

To preset things regarding a potential specialization tab--Xsotan Artifacts would not be eligible for use in this tab, and sub-slots would only provide 2-10% added benefits to a primary specialization slot dependent on rarity/power unless otherwise stated.

Specializations would introduce Primary Modules and Sub Modules. Sub Modules could be utilized in several ways. A Repair Dock Station would have a baseline repair field for instance--therefore anything within 5km could receive added benefit from a powerful shield/hull repair turret used as a sub-module. Granted, repair turrets would be more direct, faster, but sometimes you don't need now. You  just need eventually.  A Patrol Boat Primary Module could receive added benefit from a sub-module as Radar/Scanner. Granted, using a regular module slot for scanners would give you a vastly superior bonus, but sometimes you don't have that module slot to spare. I think you get the picture. Benefits, added benefits, but soft benefits.

  • Mothership/Parasite Primary Modules
    • Mothership allows the docking of ships with parasite specialization
      • Parasite ships show up as fighters and dock as fighters to special docking blocks (Parasite Blocks)
      • Once docked, parasite ships TCS modules integrate entirely so that if the mothership does not wish to deploy the ships, their guns are still usable from the mothership on an auto-turret/non controlled fashion--they just work.
      • Once docked, parasite ships provide 25% of their excess power to the mothership.
      • Once docked, parasite ships provide 25% of their shield health to the mothership's count.
      • Once docked, parasite ships are covered by the mothership's shielding
      • Once docked, 
    • Parasite allows a ship to dock with ships with mothership specialization
    • Parasite Module/Mothership module are mutually exclusive, cannot be installed on the same ship.
    • Parasite Ships may have as many as 6 slots, but no more, unless they also have a Station Module equipped
    • Parasite Ships have a hard limit on how many turrets they may have based on their volume (even in a modded environment)
    • Since the AI is presently dumb-dumb when it comes to docking, a quick-dock hotkey would be necessary to force a parasite ship to dock instantly to its designated spot.
    • As many as 16 Parasite ships may be docked, set in teams for ease in quick-deploy situations (instead of individually selecting them and telling them to undock in the midst of battle)
    • All Parasite Ships Engines/Thrusters/Directional Thrusters/Inertial Dampeners capacity are transferred to the mothership and controlled by the mothership at 50%
    • This would require two additional docking blocks to be added
      • Parasite Dock Block
      • Mothership Dock Block
        • The mothership would require a new tab similar to the fighter tab in which each docked ship could be teamed up/show up in similar fashion to fighters, allowing for the player to set them up as teams for easy undock procedures, and possibly even number the docks themselves. The parasite/mothership dock block combo would be required, as a parasite dock block could not dock with anything except a mothership dock block.
  • Patrol Module Primary Module
    • Ship that specializes in scanning incoming ships
      • Grants 10% increased chance to hit for any friendly within a 50km radius
      • Grants a 10% damage bonus for any hit by friendlies within a 50km radius
      • Grants a reduction in dodge chance for any friendly ship regarding enemy fighters
    • There are diminish returns for amount of patrol boat modules active in system, meaning that optimally any player would want 1-3 and no more in their fleet or in their core system, and no loophole by having your ships plus alliance ships mesh (no doubling). If you have 1 fleet patrol boat and 1 alliance patrol boat and another friendly player patrol boat, you would still only have 17%, and if it were 3 you, 3 alliance, 3 friendly player or even 3 from an AI faction, that would be 12, and be about a 21% bonus. Add in 3 from a second friendly player and you'd get up to about 22%. Max cap is 25%
      • 1 boat 10%
      • 2 boats 15%
      • 3 boats 17%
      • 5 boats 18%
      • 7 boats 19%
      • 9 boats 20%
      • 11 boats 21%
      • 15 boats 22%
      • 21 boats 23%
      • etc
    • Patrol Boat Module can work with a Parasite Module
    • Minimum 4 slots
  • Missile Combat Module Primary Module
    • A ship that emphasizes long range combat. >15km
    • This ship will stay at maximum range at all times if possible, based on the lowest range on any of their turrets
    • This ship can fire all torpedo tubes at once instead of the AI for some reason only ever firing a single torp despite having many tubes available. (why is that?)
    • Optimal armament for this ship is long range rails, rocket launchers, and good torpedoes.
    • Missile Boat Module can work with a Parasite Module.
    • Minimum 4 slots
  • Gunship Combat Module Primary Module
    • A ship that emphasizes short range knife/dagger combat <5km
    • This ship will stay as close as possible to an enemy ship to act as a blunt instrument as well as a screen for your primary ships, shooting down torpedoes/etc as well as distracting enemy ships from your other specialized vessels.
    • This ship gains a bonus armed turret slot for each 2 turrets placed, therefore making it far more of a gunship if only 1 slot low range (and typically low dps) weapons are used.
    • Gun Boat Module can work with a Parasite Module
    • Minimum 4 slots
  • Station Modules Primary Module
    • Station module premise is a parasite ship that acts as the following station types, allowing the player to take their base with them without having to deal with the honestly clunky, terrible present situation of "if I want to use it I have to undock it, wait ten minutes for no reason, use it, set it to transport mode, redock it" Lets skip the unnecessary and go with the core of it. Honestly, when turret hunting with several turret factories in tow, it is astoundingly bad on my fingers and tendonitis inducing. There's far too much click-requirement in this game really. This is just one part of it.
      • Scrapper (scrapyard without a scrapyard for turret destruction)
      • Equipment
      • Research
      • Fighter Factory
      • Turret Factory
      • Repair Dock
      • Shipyard
      • Casino
      • Habitat
      • Biotope
      • Resource Module (Resource Depot)
    • Station Modules are a special case and have their own requirements:
      • Are still covered by mothership's shielding
      • Do not affect local station count related to other faction territory
      • May only be installed on ships that already have a parasite module because what's the point---if you don't want a station module, go build an actual station.
      • May only be installed on ships that are at least 8 slots.
        • Since 4-9 slot ships can only have 2 specializations anyways, this acts as a minor balance.
      • Any ship or station with a parasite module and station module installed would not grant any excess power over to the mothership like actual parasite ships. Station module overrides the parasite module in that regard.
      • Prices for items on a parasite station are by default higher by 1000% for some stations.
        • Its obviously more difficult for traders/scrappers/salvagers to find said station to deliver goods as its always on the move.
          • 1000% higher prices:
            • Equipment Module - AOE Module removal unaffected
              • A gun that would normally cost c1,000,000 now costs c10,000,000
              • A module that costs c5,000,000 now costs c50,000,000
            • Resource Depot/Module
              • Resources available for trade that would normally cost about c7 (iron) now cost c70, but actual refining would maintain its standard pricing.
            • Shipyard build cost 1000% higher
            • Repair dock tow cost 10000% higher if ship to be repaired is out of system, standard cost if in system. Because obviously new contracts have to be established with locals for a tow ship. ;0
              • Free if within 5km of the ship that has been destroyed.
              • 5km repair field AOE, based off of a sub-module slot (repair gun)
        • Biotope, Habitat, Casino would have their own oddball perks
          • Gain an AOE similar to Equipment module's module removal
            • Once within 3km of any station, provided they have transporter modules/transporters, these stations would be able to trade with a nearby station and the player of course would gave proceeds from anything sold at 1000% with no purchase penalties, since they're dealing with regular stations. 
        • Research station gains a c10,000 credit/research option carried out. Player pays for the convenience of not having to travel somewhere to get their research done.
    • Station Modules Require a Parasite Module in order to be installed.
    • Station Modules may not be used with a Mothership Module.
    • Station Modules once active and docked act just like a regular station outside of other operational changes as listed above.
    • Prices and perks are all dependent on the quality of the module--Legendary modules are the perks as listed above for best possible pricing.
    • Station Modules cannot move on their own outside of thrusters/directional thrusters, as they are effectively stations.
      • Thrusters/Directional Thrusters/Inertial Dampeners - yes
      • Engines - No
    • Station modules are stations first, meaning that they must be built as stations prior to having the modules installed.
  • Factory Module Primary Module
    • Similar to Station Modules
      • Limited to size S
      • Must have a minimum of 10 slots
      • Do not affect other faction station counts
      • Require only to be within 3km of another vessel to trade
      • Act as factories in most other fashions as normal
    • As Station Modules, they are factories first and must be built as factories prior to having the modules installed. This is a significant risk--as most people are not going to want to build an Accelerator Factory and then have it blown off in the middle of battle. To live is to risk. Up to the player.
    • No factory that is Size M or above may have a Factory/Parasite/Station Module installed.
    • In order to dock to a mothership, the mothership must be equipped with a Capitol Module in addition to the Mothership module for parasites.
  • Electronic Warfare Module (AWACS) Primary Module
    • A module that is more of a big brother to the Patrol Module in some regards. Its combat capabilities are deliberately de-emphasized for a direct increase to AOE Fleet perk capabilities. All perks are assumed to be of a legendary grade module
      • -50% TCS Capacity
      • +25% Defensive Turret Capacity
      • Only two EWM ships may be active in a fleet
      • +25% enhanced radar range
    • This module may only be placed on a craft with at least 10 slots.
    • This ship upon introduction of enemy forces will immediately attempt to retreat to a minimum of 35km distance and maintain distance from any enemy ship.
    • +2.5% additional chance to hit enemy ships in a 100km radius (will stack with Patrol Module effects)
    • +2.5% additional damage to enemy ships by any friendly ships in a 100km radius (will stack with Patrol Module effects)
    • Enemy ships have a -20% chance to hit
    • Enemy ships deliver a -20% damage to friendly ships
    • Auto-Updates to the player ship any radar information within the range of AWACS
    • All ships within 100km of AWACS have 50% increased scanning range
    • All ships within 100km of AWACS have 50% increased radar range
    • All ships within 100km of AWASC have 15% increased weapons range
    • This module may not be used with a Parasite Module
  • Minor AWACS Module (Scout)
    • Less efficient version of AWACS with 75% fewer capabilities across the board, but can be equipped on smaller ships
  • Capital Module Primary Module
    • The concept behind this module is partly rarity. In a galactic setting, true capital ships are not nearly as common as their cohorts. A true Battleship like yesteryear's Iowa Class or Yamato Class are rare by comparison to destroyers, cruisers, and even carriers.

      As such, Capital Modules would not spawn anything less than rare, and said modules would not be purchasable--only through killing foes or salvaging wrecks could/would they be found with even a rare capital module being as rare as a legendary standard module being spawned.

      So for instance, in the case of a PvP server, someone jumping in with a true Capital Ship would be rare. Very rare. They could have a dozen 15-slot ships but only have a single "Capital" ship. 
    • Module may only be placed on a craft with at least 10 slots
    • Module may not be used with a Parasite Module
    • Module may be used with a Mothership Module
    • Capital Module has a higher benefit rate with sub-modules in specialization (30% max compared to 10% max). 
    • Capital Module grants the following bonuses:
      • All allied ships within 100km gain the same basic bonuses of the Patrol Boat Primary Module in addition to bonuses presented by both AWACS and ships present with Patrol Boat Primary Modules.
        • So if there are three patrol boats, an AWACS, and the battle is going sour and an allied ship with a Capital Module jumps in, the total bonus would jump to 29.5%. If there were 30 Patrol Boats, 2 Awacs, and a capital ship jumped in, the base bonus would be capped at 25% + 5% from 2 Awacs + 10% from Capital totaling 40%. Two Capital ships in system have far more of a diminishing return than patrol boats--the bonus would only jump up to 41%. It would take 50 friendly capital  module equipped ships to hit a 50% bonus.
      • Enhanced Armor (5-20% dependent on module rarity, rare to legendary)
      • Enhanced Shielding (5-20%)
      • Enhanced Turning Speeds (5-20%)
      • Enhanced Weapons Range (5-20%)
      • Enhanced Weapons Power (5-20%)
      • Enhanced Weapon Charge Rates/Cooldown from overheat/Battery Banks (5-20%)
      • Enhanced Shield Recharge (5-20%)
      • Enhanced Generator Power (5-20%)
      • Enhanced Battery Capacity (5-20%)
      • Enhanced Acceleration (5-20%)
      • Enhanced Max Velocity (5-20%)
      • Enhanced Llama Production (5-20%)
      • Enhanced Assembly (5-20%)
      • Enhanced Repair Rates (5-20%)
      • Localized Repair Field (5km)
        • Acts as a repair beam, but instead an AOE, reducing graphic latency.
      • Acts as a stabilizing mainframe equally based on rarity as a stabilizing mainframe, and can be enhanced by stabilizing mainframes as sub slots for further enhancement.
    • Allows two captains to be assigned to the ship
      • The Primary MUST be Tier III
        • How could you have a ship of this scale without having an experienced command structure, after all?
      • The Secondary MUST be minimum Tier II
  • Capitol Module Primary Module - A very heavily gate-checked module
    • Like the Capital ship, someone jumping in system with a Capitol ship would be even rarer.
    • A faction may have only one Capitol ship. 
      • A player and alliance may combine to have two.
    • A Capitol ship is in concept, the heart of the faction. It is not a ship that the player runs around in and fights in. It is a potential mobile headquarters for the player to eventually take along with them as they move from sector to sector, region to region.
    • Module may be utilized with Mothership Primary Module
    • Module may not be utilized with Parasite Primary Module
    • Module may not be placed on a ship that does not already have a Capital Primary Module
    • Module may not be placed on a ship with less than 15 slots
    • Module may not be placed on a ship with less than 2,500 crew
    • Module may not be placed on a ship with less than 1,000 Academy space
    • Module may not be placed on a ship with less than 1,000 Cloning space
    • Module may not be placed on a ship with less than a Tier III Captain and Tier II SubCaptain
    • Module may not be placed on a ship with less than 300 million cubic meters of volume or 16 subsystem socket processing power equivalence.
    • Can only be installed on a ship that has a minimum of 20,000 excess crew space available.
      • Its a mobile city, in concept.
    • Capitol Primary Module turns this capital ship into a multi-factor mobile station with tabs including the following with same base increase cost concepts as parasite stations:
      • Casino
      • Habitat
      • Trading Post
      • Travel Hub
      • Resource Depot
      • Military Outpost
      • Smuggler's Market
      • Research Station 
    • Allows active docking of mobile factories (steel, accelerator, etc) that are limited to size S, and must be at least 10 slots.
      • These mobile factories must have a Parasite, Station, and Factory Module installed.
      • Regarding active docking---parasites are live docked, whereas anything else like a station or an asteroid may be docked to--their systems will not integrate with the mothership. Any factory size M and above would still be required to undock and return to station mode in order to be active.
    • Capitol Module Primary Module effectively turns a ship into your faction's mobile headquarters.
    • Capitol Module will spawn only Exotic or Legendary, and is not purchasable. It is however, researchable with luck by researching Capital modules with station/factory modules, or a mixture of exotic/legendary items (so long as its not only three legendaries) that the Capitol Module emulates such as Mainframe Wings, Impenetrable Shield, Trading Subsystem, etc, making just attempting to get this module a research sink.
      • Good luck (if this idea ever happens in a specified reality anyway)
    • Capitol Module decreases overall TCS slots by 20% (combines/stacks with Capital Module)
    • Capitol Module increases defensive turret count by 20% (combines/stacks with Capital Module)
    • Capitol Module increases shield by 20% (combines/stacks with Capital Module)
    • Capitol Module increases hit points by 20% (combines/stacks with Capital Module)
    • Capitol Module by default acts as an impenetrable shield (exotic or legendary only).
    • Capitol Module by default acts as a Stabilizing Mainframe Wing (exotic or legendary only).
    • Capitol Module by default acts as a Trading subsystem (exotic or legendary only).
    • RNG creates variants of Capitol Module to automatically grant either of the following as mods to the module itself (up to three) (all exotic or legendary only):
      • Hyperspace Module
      • Generator
      • Energy to Shield Conversion
      • Shield Module
      • Internal Defense Weapons Systems
      • Transporter Software
      • Hull Polarizer
      • Shield Ionizer
      • Battery Booster
      • Cargo Extension
      • Tractor Beam Upgrade
      • Fighter Squadron Module
      • Radar Booster
      • Scanner
    • Capitol Module decreases all offensive fire rates by 50%
      • (Shoot carefully, not aimlessly)
    • Capitol Module increases all offensive fire damage by 25%
    • Capitol Module increases all offensive fire range by 25%
    • Capitol Module increase turn rates of all turrets by 50%
    • Capitol Module is enhanced by 3% overall per Xsotan artifact installed as a regular module
    • Capitol Module grants the ship 100% enhanced shielding if velocity is <15m/s.
    • Capitol Module grants the ship 15% enhanced hull points if velocity is <15m/s.
    • Capitol Module gains 50% shield points from each parasite if velocity is <15m/s.
    • Capitol Module gains 5% enhanced hull points from each parasite if velocity is <15m/s.
      • Concept (bulwarks/bomb shelters)
      • Reason for <15m/s instead of zero---bump, thud, bang, oops?
  • Fighter Module
    • Can only be placed on a 1, 2, or 3 slot ship. 
    • Once equipped, the ship cannot be resized above 3 slots.
    • May be equipped with a Parasite Primary Module
    • May not be equipped with AWACS, Factory, Station, Capitol, Capital, Mothership, Gunship, Missile Modules
    • Bonuses:
      • 1 Slot: "Hits" have an 85% chance to not hit (baseline) [Fighter]
        • 25% damage reduction + 10%/tech level (max 95%)
        • Shields gain equivalent damage reduction
        • Shields gain impenetrable (guarantees one solid hit before destruction)
        • Maximum 10 TCS slots
      • 2 Slot: "Hits" have a 70% chance to not hit (baseline) [Gunship]
        • 35% damage reduction + 7.5%/tech level (Max 87.5%)
        • Shields gain equivalent damage reduction
        • Shields gain impenetrable (guarantees one solid hit before destruction)
        • Maximum 15 TCS slots
      • 3 Slot: "Hits" have a 55% chance to not hit (baseline) [Corvette]
        • 50% damage reduction + 5%/tech level (max 85%)
        • Shields gain equivalent damage reduction
        • Shields gain impenetrable (guarantees one solid hit before destruction)
        • Maximum 20 TCS slots
  • Dervish Primary Module
    • The ultimate in combat maneuverability. This module allows your ship to bloody dance. Incoming fire? Dodgy McDodgy Face. Think "Descent," Except with a mid-sized craft. With this module, it could be possible to have a massive ship with insane mobility. Bonuses apply after ship mass is taken into consideration.
    • Max Slots 9
    • Ship Thrusters are boosted by 100% minus 5% per extra slot (9 slots would be 100%-(5%x8) for 60% boost)
    • Ship Directional Thrusters boosted by 100% minus 5% per extra slot
    • Ship Hull decreased by 50% minus 2.5% per extra slot
    • Ship Shield Efficiency decreased by 50% minus 2.5% per extra slot
    • Ship cannot equip cargo blocks
    • Inertial Stabilizer efficiency boosted 200% baseline, allowing for almost instantaneous stop in the direction the ship is drifting, allowing for instantaneous change in trajectory when trust begins going into another direction.
    • Module cannot be used with Parasite, Mothership, Capitol, Capital, AWACS modules, as this is effectively a "Hero Ship" module in some regards, but has its limitations in size, how much can be armed, how fast it can travel compared to larger vessels, etc.
  • Sprinter Primary Module
    • Ship designed from the keel up to run the hell away.
    • Ship will automatically (if not under AI control or auto-pilot) run away and maintain extreme distance from all enemy craft (minimum 100km) at all times.
    • Module can not be paired with Parasite, Mothership, Capitol, Capital, AWACS modules
    • 50% increased Thruster Boost
    • 50% increased directional thruster boost
    • 100% engine velocity and acceleration boost
    • -50% hyperspace charge (of present, not in addition to--so if cooldown is presently 60%, this cuts 20% from the remainder)
    • Perfect for AI controlled Mining, Salvage, Trade ships
  • Carrier Module
    • Minimum 9 slot requirement
    • Cannot be paired with Parasite, Dervish, Fighter, Factory, or Station modules
    • Increased Thrust/Directional thrust 25%
    • Increased Shielding 25%
    • Increased hull points 10%
    • Baseline 2 wings instead of 1
      • Hydra modules as subslots operate at 25%
      • Additional wings only added from legendary or exotic hydra modules with a max of one additional wing per sub slot. (Basically, one regular module in the non-specialization screen will have the same general added effect, if not better)
    • Fighters on docking maneuvers automatically teleport dock if within 0.25km if ship has a teleportation module built in
    • Fighters >2km away travel faster to targets
    • Fighters <2km away travel at 75% speed
    • Fighters at <1km away travel at 50% speed (docking maneuvers)
    • Fighters gain 2 additional dodges within 50km
    • Fighters gain +1 range within 50km
    • Fighters gain 25% additional damage within 50km
    • Carrier Offensive TCS reduced 25%
    • Defensive TCS increased by 25%

Regular Modules:

  • Weapon Cooldown Module
    • Dependent on rarity, reduces cooldown requirements for weapons that overheat/reduce overheat cooldown
      • Flashcooling Module -- gives a weapon burst fire with longer cooldown
      • Hypercooling Module -- gives a weapon up to 100% lower cooldown (dependent on module quality) with diminish returns after a firing rate of 1/sec is achieved
      • Rotor Module -- Gives an 4-barreled gun the ability to rapid fire at a stead rate of 30% above their base firing rate
        • Flashcooling and Rotor together for example would allow someone to prioritize and build their weaponry out of say, cannons with a satisfying and constant "thumpthumpthump...thumpthumpthump....thu.."
  • Weapon Capacitor Module
    • Like cooldown module, increases the charge capacity of an energy weapon and enhances recharge time
      • Supercapacitor Module -- instant recharge of weapon, but next cooldown takes twice as long to recover
      • MegaCapacitor Module -- increases internal battery life by up to 100% dependent on module quality
      • DC Module -- straight pipe to ship's generators (will not work with other modules) DPS is cut by %, but increase by the % of power generation over utilization on the ship with a cap of 100%, meaning that how the player assigns generator blocks on the ship would directly affect DPS
  • Personnel Module
    • Decreases amount of time required for cloning completion
    • Decreases amount of time required for training completion
    • Increases the amount of experience gained on missions
  • Cloaking Module
    • Allows player to briefly cloak the ship, turning invisible to all hostiles and friendlies
      • Time based on module quality and excess generator power---power requirements increase over time like engines on full constant burn.
      • Ship cannot fire while cloaked, Glorious!
  • Big Guns Module
    • All large projectile weapons (size 6+) rate of fire reduced by 75%
    • All large projectile weapons (size 6+) damage increased by 200%
    • Can be run with weapon cooldown module, however cooldown does not necessarily affect a specifically reduced rate of fire, as the big guns are being prepped with overload shot in this regard.
  • Boarding Module
    • A teleportation suite (does not work without an actual teleporter block or software)
      • Increase the range of teleportation
      • Hotkeys similar to a fighter squadron for boarding actions
    • Increases the training rate of marines/boarders/defenders
    • Decreases the cost of marines/boarders/defenders

Technological  Renovation:

A shallow point of Avorion is unfortunately the tech system. Sorry Koonschi & staff, but it is. But there's a way to fix that! Hear me out on this.

Iron has one block that otherwise only Avorion itself has, the inertial dampener. That says that iron can tech up, or Avorion can simply do anything except be armor.

Right now the rise to tech is flat. Iron Titanium Naonite Trinium Xanion Ogonite Avorion.

What if it didn't have to be?

Concept: Materials Research. Add it as an upgrade to a resource depot similar to how a factory goes from S to M to L etc. Player can now pay in resources, to have time put into research efficiencies for each tech level from 1 to 52. There'd be gatechecks of course in some ways, requiring the player either move to a bigger materials research location or build their own research station (research station that is not based on the tech level based on location in the galaxy, by the way, so you can build one anywhere and eventually get to where you need. Its a materials research station / resource depot after all.

Though it would be possible for the player to utilize faction owned resource/materials research stations, it would be faster for the player to build their own.

It would offer options like "resources per cycle/hour/day towards research" and offer researchable objectives like iron hangar bays, iron shields, naonite armor, or other blocks that are "not available in this material." 

It would offer a "resource efficiency" which would allow for a block that would cost 100 to cost 70 iron, or to increase the amount of iron refined effectively granting the same thing.

It would offer an "engineering efficiency" which would allow for alterations to the material itself. Say for iron having x mass per 1x1x1 cube, now having x*.8 mass per 1x1x1 cube, meaning the player can utilize iron more effectively, or naonite or trinium more effectively, etc, or enhancing shield efficiency per 1x1x1 area for example.

It would offer far more flexibility in ship design based off of what the player has done for research. Granted, there would no comparison between a high tech avorion ship and a high tech iron ship, but a very high tech iron ship could potentially be as good as a mid-low-tech xanion or low tech ogo ship. Given that the different costs in research per element used would also be different, this idea potentially offers a massive amount of different designs, uses, etc instead of the norm, which is "run quickly to trinium/xanion region and pray for survival to get materials" at least on servers. Nobody really sticks around the iron/titanium region any longer than they have to. An offering of flexibility and design might actually get players to stick around the rim a little longer and even potentially building their own little empires before proceeding. 

Component (block) research that enhances what a block can do regardless of material. Presently for example, thrusters and engines don't output better thrust just by changing block types. The only difference between a trinium engine and an avorion engine is the hitpoints. That means that there's a flat progression. It is less efficient to use avorion engines versus trinium engines, since trinium is a lower mass, trinium engines are the best engines.

So another research wing could clean that up. Don't make research a blanket item "engine research" but open it up into "iron engine research," and "titanium engine research" giving those engines better output, where research into an iron engine would cost both iron, and credits, and time, and research items would depend on the size of the materials research facility. (XXL could operate six "production/research" strings.)

So to summarize:

  • Material research 
    • Covers research efficiency for an entire element
      • eg: higher efficiency here grants more materials refined 
  • Building research
    • Covers building efficiency
      • eg: less mass per 1x1x1 block of the researched element
  • Component research
    • Covers individual item research items
      • eg: iron hangars, naonite armor, non-iron/non-avorion inertial dampeners, etc
      • eg: iron engine enhancement, trinium academy enhancement, etc
  • Engineering research
    • Covers global efficiencies
      • Enhanced efficiencies for select blocks
        {[(base element)*((100+x(global efficiencies))%)]*(100+x(component research enhancements))%)}
        • Increased Thruster (any element) efficiency (x)
        • Increased Shield (any element) efficiency (x)
        • Increased Engine (any element) efficiency (x)

This gives the player more to work on than just getting to the next zone. It slows the player down in a less artificial way than the "Building Knowledge" artificial gate check, and allows a player to build a bigger ship without having to go to the next zone. There's no reason why a player shouldn't be able to enter Titanium Region with a 15 slot capital ship if they want to put in the time.

 

QOL Updates

  1. Add a self-destruct option to Signal Suppressors
  2. Add a toggle to the ship weapon screen to stop it from spinning. Very difficult to verify what turret is what when it goes to auto-spinny-mc-spinny-spin-face after a couple of seconds.
  3. When resizing a ship, add a "set to solid block #" option so that the ship will resize to a X% +/- what is needed to drop it to a 0.05, 0.10, 0.15, 0.20, 0.25, 0.50, etc instead of getting .4999998 etc.
  4. Make all escorting ships or ships on a mission together automatically spawn in a sector nearby (within 5km) rather than what is presently happening with escort ships starting off 50km+ away from the ship they're supposed to be escorting while out on missions.
  5. Add compass directions to ancient gateways, they're annoyingly difficult to navigate which makes them just a thing in the game rather than actually useful
  6. Make any ancient gate that a player has traveled through stay permanently active for any of his ships - his alliance ships would also have to travel through on their own in order to give alliance ships the same perk. Allowing the gates to be permanently activated for a player that has traveled through it with an XSTN-I would make the gates far more useful, particularly early/mid game.
  7. Add an onscreen directional compass that shows the player what bearing they have, whether or not they are level with the sector plane, which stellar direction they are pointing, etc. Place it on the top of the screen or left of the screen in a thin string of letters/#'s for degrees
  8. Add color coding and text filtering for ships transferring items to one another as well as favoriting/earmarking items in the cargo bay.
  9. Add a toggle in the torpedo screen that allows players to control whether or not the ship picks up torpedoes, and what kind of torpedoes they pick up.
  10. Add torpedo production as an option for any ship with assembly blocks
  11. Add an option in the game settings to remove the torpedo graphical interface to replace it with a text interface only--the torpedo screen utterly butchers vram.
  12. Implement Trashman mod in core game
  13. Stop main guns from attacking fighters---that's the entire purpose of defense weaponry. Our 6-slot 30k dps big guns should not be attacking fighters, they should be attacking the carrier that brought the fighters.
  14. Add the trade menu to all non-factory stations so that they do not sell goods that are in their cargo holds unless we the player specifically allow said station to sell items.
  15. Increase the size of the box for missions (trade/mining/salvage/expedition/scouting) based on the Tier/Level of the captain leading the operation.
  16. Automatically teleport any fighter on docking maneuvers to the hangar if within 0.25km so we can all stop watching fighter #24 saying "this is fighter 24, and I have just taken not a significant amount of... acid. Oh my god! the worms the worms the worms! AaauuuauauuauaaAAauauaua!
  17. Automatically teleport scrap, cargo, resources to the cargo bay once they are within teleportation range---for the sake of server stability. 
  18. Allow friendly fire to pass through shields (especially relating to large structure shield blocks), including salvaging/mining lasers. Watching fighters or salvage ships attacking a small brick for forever attempting to get through friendly shields is awe inspiring in a way.
  19. Give players ability to scan ships/stations to retrieve their design for future use.
  20. Fix station boarding--it is basically fruitless to board a station. Why invade a system with accelerator factory if you have to .... rebuild the accelerator factory after you've captured it? It should stay what it was.
  21. Allow blueprint alterations
  22. Allow blueprints to be created without having to first build a turret--increase the price of the blueprint and add a button for it.
  23. Allow weapons to be converted from coax to standard/standard to coax
    1. Coaxial pulse/chain cannons for example
    2. Large Coaxial Lasers/Tesla/Lightning/Cannon/Rails/Rocket into size 6-8 regular turrets
    3. Obviously there would be changes in DPS one way or another
  24. When having a ship towed, have the towed ship carry the cargo the ship was carrying unless the cargo bay was destroyed. Having to go back to a wreck and harvest your own dead ship to get the loot back out of it is kinda inane.
  25. Remove "Security" Personnel and "Boarders" and replace both with "Marines" and average out the cost/personnel. One type of personnel can do both, so its kind of redundant.
  26. When stations are boarded, leave the station as it is. There's literally no reason to board a station, just to get a "defunct station" just so you can turn around and pay the cost for a station. If I board an accelerator factory, I should get to keep the accelerator factory--simple as that. 

Oh lord, there's so much in here that it bugged..... there goes some work. If this posts I'll follow it up with another reply.

Edited by AvorionCraft
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