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Messages - unbekannt1984

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1
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 27, 2020, 02:31:31 PM »
Hi,

Can we just agree that fighters need to be re-balanced before final release?

They're slow
They're costly
They're easily killed
I can't agree with all points. If you are just using some kind of Interceptor-Fighter (to kill other Fighters), then the costs aren't that high.

The other points are correct, Fighters are too slow and (depending on usage) don't survive long enough.

Your earlier post read to me as if you believed that because the railgun was using electromagnets instead of powder charge, that there was less recoil/counter force felt by the weapon. I was merely trying to say that isn’t true, that two weapons firing the same sized projectile to the same speed would feel the same counter force regardless of the propulsion method.
And railguns would have very little recoil because they use electromagnetic force to launch high velocity projectiles instead of a powder charge like cannons do.
That's the quote...

Back to those railguns:
The US Navy has a railgun they have been working on to put on ships. It fires a projectile that weighs about 23 lbs (10.4326245 kg) at a velocity of mach 7 (2382.03 m/s)...
At about 2.4 km/s, a projectile would need 12 seconds for 30 km -> we would see the projectile travelling to its' target (and we would most likely miss a moving target with such slow railgun-projectiles).

What should we assume? 0.1 s for 30 km would be a speed of 300 km/s (still just 0.001 times C0)?
Even if those projectiles are just 1 kg each, the resulting forces are much higher then your calculations.

BTW: Pratt & Whitney F119-PW-100 achieve 156 kN with the afterburner (according to the information I found).

2
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 27, 2020, 10:37:58 AM »
Hi Vis,

The US Navy has a railgun they have been working on to put on ships. It fires a projectile that weighs about 23 lbs (10.4326245 kg) at a velocity of mach 7 (2382.03 m/s)... So how much force would you need to fire a 23lb projectile at mach 7? It would be about 24850.82 Newtons of force, which would only be about 5586.69 pounds of force... That is way less than the force of a single of the F-22's engines.  :D
in a galaxy far, far away, where torpedoes are chasing their targets at speeds of 3000 m/s, a railgun isn't as primitive as those of the US-Navy :P

In the game even 300m long 5 slot ships are slowed down from the recoil of cannons/railguns, a fighter that has got about 1000 times less mass could be pushed back.

EDIT:

Hi Fury,

Currently you could simply use a normal Laser for the fighter and get 30% (or was it 33%) of its' damage (in the best case), you'd still get 100% accuracy and use it against fighters and anything else.

When I just loaded up the game and tested with chainguns, their damage was reduced to 10%.  I don't know if it reduces the damage by the same amount on all weapons, or if it varies depending on what the weapon is?
I think it's 30 or 33% for 1-slot (0.5 size) turrets without any firing-cycles (overheating, burst-firing or energy-weapons on their own battery).

3
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 26, 2020, 09:44:39 PM »
Hi,
TBH, I’d be perfectly fine if only PDC/PDL turrets could be used with fighters, with no damage penalty/bonuses applied, and range was reduced to somewhere around 3-4km.
why? Why would you want reduced range for PDCs/PDLs on fighters?

Currently you could simply use a normal Laser for the fighter and get 30% (or was it 33%) of its' damage (in the best case), you'd still get 100% accuracy and use it against fighters and anything else.

But then it’d be nice if a secondary, limited shot or high reload time missile or similar type weapon could be applied, but doing so increased the size of the fighter (requiring more points to get it down to size 1).
See above, we've got that limited shot (and something that works against fighters).

Well, one could think about a secondary PDC-/PDL-Turret on Bombers... Ever seen something like https://www.wcnews.com/wcpedia/Avenger? But those Bombers shouldn't get down to size 1, in return you get "a lot of HP" and firepower.

4
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 26, 2020, 08:06:33 PM »
Hi Vis,

easy and flawless victory. ;D

sorry, I had to butcher your post... That's the only point about artillery-weapons on fighters.

Imagine big cannons or railguns (if we had those) on real fighters, how far would the recoil push those fighters back?!?
Missiles are more realistic, but not in infinite numbers.
Energy-Artillery (Lightning Guns) on fighters - would the needed battery (and generator) even fit into a small fighter?

I think it's bad enough to have weapons on ships, that can kill enemies while they are still 20 .. 30 km away. Plus, there are Torpedoes, too, but those can be shot down by PDCs/PDLs (just like fighters)...

5
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 25, 2020, 08:19:42 PM »
Yeah, if they added in some of the suggestions I made you would lose little to no fighters if you use the right type against the right target. You could just launch long range fighters and give them the order to attack at 'max range' and flak wouldn't be able to reach them.
...
So if the enemy ship does have very good weapon coverage all around it then 'orbit' and 'break formation' would be the better option to split up the enemy's fire.
If they have a large blind spot in their weapon coverage then an 'attack vector' plus having them 'form up' in a tight formation would be the better option.
   
except there are Interceptor-Fighters (one of my suggestions)...

Somehow I think, having artillery-weapons (long range) on fighters is a stupid idea - in terms of gameplay. Just think about NPCs attacking you that way the whole time, wouldn't that annoy you?

6
News / Re: Beta Branch Patch 0.31 - Damage Type Rework & Enemy Variations
« on: January 24, 2020, 05:55:55 PM »
Hi Vis,

Also still very disappointed we still have no way to blueprint/copy/clone turrets. :'(
you didn't read the latest announcement on Steam yet? They are going to rebalance stuff before the final release, it would be wrong to give you the ability to clone OP-Turrets and other gear...

7
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 24, 2020, 10:09:13 AM »
Hi,

I think giving orders for fighters to attack at point blank range, optimal range, max range, and orbit shouldn't be built into the fighter, but should be something you can change when needed to use different tactics when fighting different ships.
ok, so some way to tell those fighters (and your AI-controlled ships) how they should behave... Problem is: Fighters are currently too slow to keep up with fast ships, that makes them unable to get into/out of range.
-> We need better stats on our fighters (especially speed), but the material-costs and production time shouldn't increase even more.

As for fighters getting hit, I think it should depend more on the fighter's maneuverability, pilot's skill and speed vs the weapons type, accuracy, rate of fire and turret turn speed of the weapon shooting at them. (Turrets should also tell you what their turn rate is. So faster turning turrets will be better at tracking fighters. So even non-PD turrets still have a small chance to land a hit on a fighter if they have good stats in all of those.)
^^ Lazer-Gunz :P
Normal Lasers should be good at killing fighters, too, at close range those might have problems to keep up with their target.

8
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 23, 2020, 06:29:07 PM »
Hi,

this is the suggestions-section of the forums... Where's the suggestion in "Fighters ain't workin, please make right"?

While this is the "suggestion" forum, the game's "feedback" forum is within the beta section, which kind of makes it feel like it should be used for feedback on the current beta and the things they are working on in that beta, not the game in general.  That said, the OP did make a suggestion... reduce their costs.
"Fighters ain't working..." sounds like a Bug-Report to me... :P

And BTW:
Now that you've managed to make combat fighters unusable, reduce their crafting time and resource costs..
"unusable"... Would the same fighter be more useful, if it was a little cheaper?

We've got different ship-classes in Avorion, Crew- and Cargo-Shuttles, why don't we have fighter-classes? We could talk about something like Interceptors, Allrounders and Bombers, all with different bonusses to costs, size, speed and dodges (for example).

I have issues with the current point system they use in part because it's hard to make distinct fighter classes unless you purposely use a lower grade turret or don't spend all of your points.  Making distinct fighter classes that adjust the base stats accordingly could be a step in the right direction there, but I don't think it addresses the OPs main concerns.
Currently there are point-bonusses depending on the material of the turret, we might be able to get the same for fighter-classes.

For example: An Interceptor could get a few bonus-points speed, size, maneuverability and "free dodges". Requirements could be "Used turret: PDC/PDL or Anti-Fighter", so these fighters have got low DPS and the costs are low.

A Bomber could have minimum size 2, it gets bonusses to HP (Shields?) and reduced costs.

Well, the Allrounders should have a size somewhere beween 1 and 2... Bonusses?

9
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 23, 2020, 04:19:36 PM »
Hi,

...So in that, i have no doubt they are capable of figuring something out with a simple "Fighters ain't workin, please make right"
this is the suggestions-section of the forums... Where's the suggestion in "Fighters ain't workin, please make right"?

Well, one could also think about more changes/suggestions... We've got different ship-classes in Avorion, Crew- and Cargo-Shuttles, why don't we have fighter-classes? We could talk about something like Interceptors, Allrounders and Bombers, all with different bonusses to costs, size, speed and dodges (for example).

What would you think about that suggestion?

10
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 23, 2020, 06:43:53 AM »
Hi,

Hi,

why don't you simply reduce the costs for the fighters yourself? Simply take a look at this post: https://www.avorion.net/forum/index.php/topic,5997.msg31493.html#msg31493

Because the better solution is for the devs to fix the problem, rather than relying on the modding community to?
Mods are never a solution to core balance, and while i'm a supporter of mods, I will not support encouragement that developers should not fix their broken game features, just because others do for them.

Still though, thankyou for the suggestion. Until this is fixed, this might be the only solution.
you just said: "Fighters are broken, fix them!". Modding those files, you can optimize fighters (costs and stats) and suggest some changes (based on your optimization).
There’s certainly no reason for these small things to cost as much or more as the ships that launch them....

They could still use other love as well, but the production costs and time are extremely high.
The costs always depended on the turret used, PDC-Fighters are cheap as hell. But it's also true, that fighters with some DPS are expensive, as far as I remember some of my fighters needed 20 to 60k materials each - you could build some nice 5-slot ships for the same price.

11
Suggestions / Re: Reduce Fighter costs - They cannot survive.
« on: January 22, 2020, 07:45:42 PM »
Hi,

why don't you simply reduce the costs for the fighters yourself? Simply take a look at this post: https://www.avorion.net/forum/index.php/topic,5997.msg31493.html#msg31493

12
Hi,

My server is hanging as well. Seems to happen more often when we have just 3 players online. The hang for me is lasting much longer than 30 seconds, it never seems to go back to normal. I end up restarting the server to fix it.
which part of "at least" didn't you understand?

Ok, you've got problems, too... But you didn't give us anything to help you: No logs, no config-files, no information about your hard- and software, nothing.

13
Bugs / Re: Ship cast outside the sector boundry
« on: January 14, 2020, 02:41:42 PM »
Hi,

I have had the same problem years ago. As far as I remember, I just needed to delete the Sector-File, since there is a "Backup" of your ships in the player-data, and restart Avorion.

14
Suggestions / Re: Using procedural gerator in ship builder
« on: January 13, 2020, 11:20:38 PM »
Hi,

did you ever take a look at a shipyard? You can get those RNG-Ships there.

15
Hi,

you are using Debian? Could you provide some information about System-Load and so on? Even if that server doesn't have a graphical user interface, you could use "screen" to get (another) terminal and "htop" to get some information about Memory-Usage and CPU-Load.

Please also provide information about the HDD/SDD and the Partitions on that drive.

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