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Messages - Vis

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1
Suggestions / Re: Show claimed asteroids on galaxy map
« on: June 03, 2020, 03:44:53 PM »
LOL! Yes, I must have like 50+ claimed asteroids, and I have no idea where they are. ::)

2
I have been thinking it would be nice to be able to mothball ships when they are not being used or when you are trying to get all the turrets and system upgrades you need to actually use them.

3
Creations / Re: The BASE V1 - Highly modifyable Asteroid Base
« on: May 28, 2020, 04:06:53 AM »
I have made a very similar design with my asteroid bases. But I made the buildings with hull blocks to have all the windows and just put lights on all the edges of the buildings.

4
Suggestions / Re: More hotkeys in Build mode
« on: March 07, 2020, 01:53:05 AM »
Crtl+E should be the hotkeys for Merge. :)

5
Creations / Re: Neulance Armada Shipsets
« on: March 03, 2020, 07:59:29 AM »
I think I have spent about over 40 hours in total on my destroyer, and it's still not done. And there is no cosmetic plating for the design. XD

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Creations / Re: Neulance Armada Shipsets
« on: March 02, 2020, 08:50:08 PM »
Not a bad looking ship and nice video. I could never make a video of my warships being built because they just take too long to make with all the weird shapes and angles they have. XD

About how long in total did that ship take you to make?

7
Creations / Re: Free Space Shipyard
« on: February 15, 2020, 08:05:42 PM »
Yeah, the design of the Imperial ships is better. My warship designs are more smooth and rounded like the Imperial ships than the very box like shapes of the Free Planets Alliance Ships. My work ships are more box like but many of them still have some rounded parts. I still have a lot of work needed on my Destroyer, but I think I might start posting some of my designs once I get that ship finished.

8
Suggestions / Re: A possible overhaul on the damage/turrets/armor system
« on: January 29, 2020, 07:41:52 PM »
Armor angling wouldn't have a big impact on performance at all. If From the Depths can do it, than Avorion should be able too as well. Of course they would work a little different because in From the Depths blocks have both an HP value and an Armor value. And the sloped armor in From the Depths I think gives shots a chance to skip off the armor and do no damage based on the Armor value and the angle it hits at rather than do less damage. But I think my suggestion to have it just reduce the damage would work better for Avorion because of the lack of an Armor value for blocks.

9
Suggestions / Re: A possible overhaul on the damage/turrets/armor system
« on: January 29, 2020, 06:18:24 AM »
Did you ever play Earth 2150?  Non-energy weapons had limited ammo, but resupplying wasn’t too hard.  You plopped down an ammo supply structure, assigned some light aircraft to it, and it took care of the rest.  You had some control over at what ammo level resupply was requested and the structure could only support just so far and so much ammo in each resupply aircraft.

Still, without some kind of management system like that for this game, not sure I’d want it.
No, I never played that game, but resupplying in Space Empires wasn't hard, because you could build a resupply center on one of your colonies and if I remember right it would auto-resupply your ships in that sector with ammo and supplies up to a set amount each turn. But it would take a massive fleet or many fleets in need of supplies to out pace the amount of supplies the resupply center could do. So it only took 1 turn to resupply your fleet most of the time.

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Suggestions / Re: A possible overhaul on the damage/turrets/armor system
« on: January 29, 2020, 05:35:40 AM »
Yeah, I'm in agreement with the others on ammo.  While it could add some new dynamics, etc, I think the amount of additional management it'll add will be too much for this game.  Maybe if there were ways to have supply ships and automated resupply, etc, that might make me reconsider.

I do like the idea of volatile blocks and getting number of turrets off from system upgrades, though.
Yeah, I see Avorion as much more of an RTS kind of game. How much of a pain would it be if you had to reload all your units in StarCraft?
If Avorion was a turn based strategy game, like Space Empires V, then I would be okay with needing to reload/resupply ships. But in that game you only have 'ammo' and 'supplies'. You didn't need to make different kinds of ammo for each type of weapon. That would be too much of a pain.

11
Suggestions / Re: How blocks handle damage
« on: January 29, 2020, 05:24:04 AM »
Yeah, that was something I've been thinking about, too, and I think another part of why I made the suggestion earlier about armor.  But I wonder if IFGs are to blame here?  I mean, they increase the block hps by x10 while only lowering the damage to the ship hp pool by /2.

Interesting, but does the added block HP also add the same amount to the ship's overall HP pool? I like IFGs so I don't want to just blame them, but I do think the damage should be done differently because it doesn't make much sense for a ship to take a lot of damage on one side until some blocks of the outer hull actually start to break, then turn the ship to the other side and take just a few hits on the undamaged side only to blow up because the ships HP pool hit 0. XD It makes no sense because the hull on that side is just fine. ::)

12
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 29, 2020, 05:11:00 AM »
Yes, fully aware of that.  Again, your earlier post mentioned because of the difference between the use of electromagnets and powder charge, not size.  That's what I was disputing.

No no no, I meant when you compare the 2. The projectiles would be very different and do their damage in a very different way. One being a small metal dart fired at high velocity and the other being a large shell with an explosive charge.

But getting back on topic now... While I agree fighter cost should be reduced and HP buffed a little, I think we need way more ways to use fighters. Instead of just launching them and attacking. Players should have to use them more tactically to be effective with them.

Something else I think could be done with fighters to change things up a bit and give them more flexibility... Is when you are making fighters after you add a set number of points into 1 stat, a bonus ability could become available to buy for more points. Like after you add X number of points to speed, the 'Afterburner' bonus ability becomes available. Afterburner would give fighters a speed boost for a short time that could help them get in to 'point blank range' faster or run away if the battle is not going so well. :P This would also have a short cooldown so fighters couldn't just spam it, but it would help in a pinch.
Maybe for the maneuverability stat you would have the 'dodge' ability but maybe it should be called something else, like 'Evasive Maneuver' or maybe just 'Evade'.
And I think the pilot's skills could just reduce the cooldown timer or maybe even give a small increase to the ability.
Need to come up with bonus abilities for the other stats, but I think this would make fighters a lot more interesting as well as the different tactics you could use with these bonus abilities.

13
Suggestions / Re: A possible overhaul on the damage/turrets/armor system
« on: January 29, 2020, 02:59:57 AM »
Yeah, the thing I hate most about this game is how hard it is to standardize a ship's weaponry. We need a way to make copies of turrets instead of only being able to build what is available at a turret factory, because if you find a turret at a turret factory that you like and want it to be a standardized weapon for all your ships... Before you can get enough materials to build all the turrets you could ever need, an update resets all the turret factories and that design is lost forever. :(

But I don't think ammo should be a thing. It makes sense for other games, but I think it would just be a pain to have to do that for a whole fleet of ships or many fleets if you build a lot of ships. If this was a game where you only fly one ship I could see that being a thing.

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Suggestions / Re: How blocks handle damage
« on: January 29, 2020, 02:47:03 AM »
I never said a block couldn't be blown off, it just only really happens if a ship shoots nothing but that block. I have seen many ships blow up without first losing a single block. Way more often than not a ship's HP will hit 0 and blow up without losing any blocks. ::)

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Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 29, 2020, 02:29:46 AM »
You would never be firing an identical sized round from an identical sized weapon. The cannon rounds of the same sized weapon will always need to be bigger and heavier. A railgun is meant to be more of a piercing weapon to knock out critical components on a ship. The railgun doesn't need to do wide spread damage like an HE cannon shell. If you can just put a hole through the enemy ships main reactor that ship is pretty much dead.

But I think we have horribly derailed this thread more than enough and gone way off topic. ;D
   

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