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Messages - Sir Charles

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1
Suggestions / Re: Independent Turrets and the current 50% dmg redux
« on: March 18, 2020, 12:33:34 AM »
I have seen topics about this at least 3 times before. Afaik the devs do read most of the stuff in the forums and they are paying special attention to suggestions and feedback threads...

From that, I conclude that they do not want to change this.

2
Suggestions / About Hull polarizers
« on: March 16, 2020, 07:16:45 PM »
Lets just put it bluntly: Hull polarizers are useless. I have never seen someone besides AI use them and even when the AI uses them i hardly care, holding down LMB will still do the job perfectly fine, just take a little longer than before.

My suggestions for a change where inspired by a post in Feedback, which can be found here.

The Issue
A main reason why hull polarizers are not used is that it is simply better to have shields than to rely on hull. If my shields go down, I usually just retreat.
Also it is not very logical to make your ship vulnerable to a certain damage, as the user deep pointed out, no one would sell "armor, that breaks from fire".

My idea
I would like to suggest a replacement of the current mechanic with something i think is much better: an adaptation system as well as an anti-oneshot-mechanic. I would also be happy to see them put in in two different upgrades, but a single one would be my preferred option.

The basical mechanic
Once a ship starts taking damage from a certain damage type, it will start adapting to that damage, taking less and less damage over time up to a limit. The speed of the adaptation could depend on the inflicted damage or the relative amount of health the ship has lost in comparision to its full health.
This mechanic should apply to shields as well as hull, but damage on shields should only count something like 25% in comparison to hull in regards of adaptation speed or the overall damage reduction to shields should be lower.
Of course this would need some kind of cooldown, for example a reset after 30 seconds of not taking damage or another mechanic.

An idea of a concrete implementation
The upgrades could look like this:

grey: adaptation to one damage type for about 25% damage reduction at max
white: adaptation to one damage type for about 30-40% damage reduction at max
green: adaptation to two damage types for about 40% damage reduction at max
blue: adaptation to two damage types for about 60% damage reduction at max
orange: adaptation to three damage types for about 60% damage reduction at max, additionally no single hit can ever cost the ship more than 80% of its total helath
red: adaptation to three damage types for about 80% damage reduction at max, additionally no single hit can ever cost the ship more than 60% of its total health
purple: adaptation to three (or four mabye?) damage types for above 80% damage reduction at max, additionally no single hit can ever cost the ship more than 40% of its total health

Example
A ship has a white upgrade equipped, so it can only adapt to one damage type at a time.
A ship is getting hit by a pojectile with energy damage. This first hit does its full damage, but the ship will start to adapt depending on the amount of damage done/the amount of health lost. The ship will take less and less damage from energy based projectiles with every hit it is taking.
The same ship is now getting hit by antimatter damage, adapting to this damage type but instantly being vulnerable to energy damage again.


The advantages
By this, the polarizer upgrades would allow for more versatile weaponry as multiple damage types are needed to take down an enemy with a hull polarizer upgrade with the upgrade still being usefull to players.
A change like this would also be a big step in making small ships more usefull, because oneshots on small ships could be avoided with an upgrade like that.

3
Feedback / Re: [ v1.0 hotfix ] Hull Polarizer.
« on: March 16, 2020, 06:44:44 PM »
I came across the issue as well:
Hull polarizers are not worth using.
As I was gonna type that stuff in here, I realized that this would rather belong into suggestions tho.
My idea can be found here

4
Feedback / Re: Transform all (Directional Thrusters)
« on: March 16, 2020, 06:12:46 PM »
Afaik there is no option to change this unfortunately.

There is a similar issue with other blocks like Gyroscopes.
Some feature to allow for a better replacement of these blocks would surely be apreciated.

5
Gameplay Discussion / Re: The adventurer ghosted me...
« on: March 16, 2020, 01:26:16 PM »
However this should not happen...
The Adventurer is supposed to be the tutorial guy and this shouldnt be possible.

You could potentially post about this in the Feedback section to make the devs aware of this.

Or I could move this topic if you want me to?

6
TBH, though?  Large ships shouldn’t be zooming around and maneuvering like fighter craft dancing around each other. Large craft should be more or less slugging it back and forth.

Completely agree.  That's the real issue here imo.  They just need to either rework the way mass works or do some stat nerfing like I suggested in my comprehensive combat rebalancing post.

100000000% agree

acceleration, manouverability and a stealth mechanic are they way to go for small crafts imo. Big ships being capable of reaching higher velocity at the end of acceleration is fine in my eyes.

7
The furthest I have experienced some ships going is 120km away, and It was because I jumped into a sector and basically AFKed in a ship that wouldn't be at risk of dying.  Other than that this pretty much never happens to me either...  It may be an inconvenience but it doesn't bother me since most mid to large ships can cover that 100km distance in little time. If they go that far away then you don't have to worry about them anyways.  Rails and lightning turrets don't seem to be crazy OP anymore either.

What difficulty are you playing on?

8
Version Number below 1.0:
"There is this issue, but I will play anyways"

Literally no change except  version number is 1.0 now:
"I am out"

All you get from me on that topic is LOL.


But seriously now:
does anyone have experience on how this behaves on different difficulty settings?
Because my recent galaxies were about 30 hours on expert and 100+ hours on Veteran and I have not encountered this AI behaviour even a single time.
This bothers me for a while now but I didnt bring it up because toxic reactions are almost forced on this topic, but seriously:
to how many of you has this actually happened?
to me, as i said, not a single time.

9
News / Re: Avorion 1.0 is Officially Released
« on: March 10, 2020, 10:15:53 PM »
Congratulations!

10
Last time I tried this, it didn't work.  I had to push the camera in to the point where I was well clipping into the lost block before it would register and allow me to repair it.  Maybe they've fixed this since, but it was annoying as hell at the time.

Nope, it still does not work.

Additionally, with larger ships that have a lot of small details, it can be very, very hard to find what's broken, especially if it's tiny.  But that one tiny block still prevents you from doing anything else.

Exactly.

11
I'm sorry but it looks like an unnecessary function to cover for your bad decisions.

- You should never spend all of your resources or money to build something, and even if you do, you should be able to purchase some resources or earn some credits shortly to perform repairs. You always should have at least 10% of the materials left unspent for potential repairs regardless of the size of the ship you're building and stage of the game you're playing.

- If you have lost something important on the ship, then having a button is not going to help, since you won't have materials to replace it anyway, and minor decorative stuff can be discarded. If you do have the materials, then use the Repair Dock.

- You also can filter visibility to restore particular blocks inside the ship, as long as you have at least some idea what those blocks may be.

I may see why players might like this button, but I generally oppose new functions, that are suggested to be introduced merely to alleviate very few particular mistakes people do and the consequences that those people are too bored to deal with themselves. When there's a button to solve every self-inflicted issue, people become lazy and don't get to improve their problem-solving skills.

Imo the bad descision here is in the game design, not on my side here tbh. Why am I allowed to restore my full health at the click of a button, but not to restore my ships functionality?

So let me sumarize what you said there:
- A button to repair any single destroyed block on your ship is just fine
- A button to repair all destroyed blocks at once is totally unecessary allthough the only difference to the single block repair is a safe of time and trouble
- one should rather waste ressources for unecessary health gain instead of saving them for better purposes by just repairing blocks


Also I don't think you understood my problem entirely, but you can easily try it out yourself:
If you have a large mid to late game ship and crash into something and loose something like a little antenna or so, while also your ship is at low health (like a quarter or so), it will cost you ridiculous amounts of ressources to fix that antenna. The reason why is that the repair button will simply give your ship full health.
Why would I want that? I don't care about my health, I have shields and I have mechanics who literally do all the work for me.
But according to your post what i should do now is spend 200k Xanion to fix one antenna??? (And yes I know in this particular case I could just use the single block repair, but you get my argument anyways i guess)

Toggling visibility is a good point btw, but unfortunately I does not work on details because those are made out of the same materials most of the time and if some of the insides are damaged you have no way to look at them.


Something that would in fact fix all the issues as well would be the option to filter for destroyed blocks so that only destroyed blocks are shown and you could repair all those with the single block repair function.

To conluce:
All of your points make perfect sense for as long as the player is flying around in a big cube surrounded by armor blocks, but as soon as the ships have a lot of little bits on them, the current mechanics are just cancer.
I personally would rather see the option of ship repair completely reserved for repair docks and have the build mode only let you repair blocks, but that is a very different story and all i am really asking for here is that button...

12
Bugs / Re: I just encountered Bottan and he had 0 Omicron??
« on: March 10, 2020, 12:54:37 PM »
Just to clearify:
The AI did interact with me and stated it would be "commencing attack", but it did not because it was still neutral to me. When i had it half destroyed it finally declared war on me and started fighting back...

13
Gameplay Discussion / Re: Mines do not buy stuff anymore?
« on: March 10, 2020, 12:52:42 PM »
I hope this is a bugm because mining robots are literally useless at the moment...
I thought past updates were to give all the goods a purpose in the game, but still there are mutliple that do not have any use (jewelry, drugs etc etc)

14
A dedicated repair ship or repair squadron could help repair your ship to its current max faster, then once your back to your fullest capable health then Hit the repair all button and it will just replace destroyed blocks.

Ah thats a nice tip, now that we have a repair command. :)
This is super-helpfull for mid to late game, but will however not help me in my current earlygame situation.

15
Gameplay Discussion / Mines do not buy stuff anymore?
« on: March 09, 2020, 09:49:21 PM »
Did I miss something?

It seems I cannot sell anything to mines anymore???? Are mining robots useless now?

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