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Topics - Sir Charles

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1
Mods / [Mod request] Some tool to create quests and storylines
« on: May 21, 2019, 08:29:04 PM »
Heyo!

I am not a programmer and I have very limited knowledge of modding, but I always wanted to have player created quests and storylines in the game to make it feel more alive and rpg like...
Could someone create a tool that would allow ppl to easily create storylines with some events, which could then be uploaded to the workshop and downloaded by anyone? Would that be possible?

Thx in advance for your replies!

2
Hey there,

I know that planets are not a feature that was actually planned to be in the game. I also don't think Boxelware could ever deliver a mechanic where you actually land on planets and do stuff there.
Why should they? Avorion is a space game, such an introduction would bring loads of new problems and keep them from fixing much more important issues.

So why this thread you ask? Because planets in Avorion are beautifull. I really love the textures and I (and many other people) would love to actually interact with those things.
I thougt of a mechanic as in Space Rangers 2 if anyone recognizes that game. Where you somehow land on a planet and then interact in the form of a menu with a pretty picture of a city or a desert or mountains or whatever in the background and are allowed to do different things there.
When a player is in a sector with a planet, he should be allowed to land (this would require a transporter upgrade) and do things on the planet (this would even allow the actual use of some trading goods, like how about you 'invest' 100 mining robots in a planet and gain some stuff by that?

I do understand that this game has much more urgent issues and I want those to be adressed first. But this is something the devs should keep in mind in my opinion, because there is A LOT of players who want it and I don't imagine it to be very stressfull work to create a new interface with a sparkly picture in the background.

3
Suggestions / Selling ships
« on: March 28, 2019, 05:12:33 PM »
It should be possible to sell your ships to a faction for credits and standing. Also ships should be tradeable between players in my oppinion. 

4
Feedback / My Feedback on the game (german)
« on: March 22, 2019, 04:24:57 PM »
Hi!
Since this is meant for the devs specifically and I am not that confident with my english, I will write this down in german. Should anyone desire to read it, I might add an english version later on tho...


Nun zum Wesentlichen:
Ich habe Avorion am 14. Februar 2017 erworben. Kennengelernt hatte ich es kurz zuvor via YouTube (Hirnsturz, der ja wenn ich nicht ganz falsch bin auch mal mit Koonshi gestreamt hatte) und ich war sofort Feuer und Flamme, weil das Spiel viele meiner liebsten Elemente aus anderen Weltraum-Spielen auf eine sehr vielversprechende Weise zusammenbringt. Auch wenn ich mehr Spielzeit in anderen Anwendungen habe, ist Avorion doch als Lieblingsspiel in meinem Showcase und es ist wohl eines der vier Spiele, die ich am häufigsten weiterempfohlen habe. Insofern an dieser Stelle erst einmal ein herzliches Danke für dieses Spiel, das mir in gewisserweise einen Kindheitstraum erfüllt.
Dennoch gehört zu jedem Feedback auch Kritik. Dass diese wahrscheinlich den größten Teil dieses Posts ausmachen wird, sollte dabei aber nicht missverstanden werden, ich habe nur keine Lust, all die tollen Dinge am Spiel aufzuzählen, dann wäre der Text nämlich etwas zu lang für meinen Geschmack...

In meinen Augen hat Avorion zwar verschiedene Baustellen, aber spielentscheidend, d. h. um zumindest mir ein gutes Spielerlebnis für die Ewigkeit zu garantieren sehe ich drei Problemfelder, die ich im Folgenden etwas ausbreiten möchte:

1. Das Handels-System und die damit untrennbar verbundene Diskussion um den Geschützturmbau. Wie DivineEvil hier im Forum nie müde wird zu betonen, existieren die meisten Güter eigentlich nur für den Bau von Geschütztürmen. Ich halte das Gütersystem, so wie es im Moment aufgebaut ist, für zu kompliziert und würde mir entweder eine Vereinfachung und eine Entkopplung der Geschütztürme von Handelsgütern oder eine einfachere Möglichkeit, die Strukturen der eigenen Galaxie nachzuvollziehen (Stichwort Ingame Wiki mit integrierten "Links" zu bereits entdeckten Stationen), wünschen. Meine Persönliche Präferenz für einen Lösungsansatz wurde in diesem Thread ausführlich besprochen. Das dort propagierte System würde nicht nur die Komplexität reduzieren, sondern auch das Spielerlebnis an sich vereinheitlichen, was in meinen Augen ein großer Gewinn, gerade für neue Spieler, wäre.

2. Die Galaxie ist tot...
Avorion suggeriert oberflächlich eine lebendige und lebhafte Galaxie voller Ereignisse und Möglichkeiten. Nach längerer Spielzeit gehen die Abläufe jedoch "in Fleisch und Blut" über und das Spiel fühlt sich nicht mehr wirklich lebendig an. Xsotan und Piraten sind nur Timer, Faction Wars sind im besten Fall gratis Loot und im schlimmsten ein Server Crash usw. usw. Insbesondere die immer und ewig starren Fraktionen, die auch noch Flotten und Kopfgeldjäger ins All schicken, wenn man sie bis auf den letzten Frachter ausgelöscht hat, sind mir ein Dorn im Auge.
Auch hierzu habe ich an verschiedenen Stellen im Forum meine Meinung kundgetan und ich hatte bisher das Gefühl, dass die Threads durchaus von den Entwicklern verfolgt werden, insofern möchte ich mich nicht allzu oft wiederholen.
Trotzdem an dieser Stelle meine Idee (Ich habe nur ein sehr begrenztes Verständnis vom Programmieren, wenn das schlicht nicht machbar ist, wäre ich trotzdem dankbar für eine Antwort):
Mit diesem Update wurde ein System eingeführt, dass die Entwicklung von Gütern in einem Sektor automatisch beim Laden berechnet und dann aktualisiert, sodass die Stationen augenscheinlich "nachproduzieren" oder "leergekauft" wurden. Ich habe mir von diesem Moment an die Frage gestellt, warum so etwas nicht auch mit der sonstigen Sektor-Entwicklung möglich ist. Könnte das Spiel beim Laden eines Sektors nicht "berechnen", wie z.B. Franktionskriege ausgegangen sind, ob Stationen neu gebaut wurden oder ob der Besitzer eines Sektors sich verändert hat?
Könnten Fraktionen nicht eine Art "Stärkewert" erhalten, der einen Einfluss darauf hat, wie viele Piraten und Xsotan angreifen und in welcher Stärke sie das tun (wenige, aber heftige Angriffe auf starke Fraktionen, viele Piraten in Gebieten mit schwachen Fraktionen, viele Xsotan in Gebieten ohne Fraktionen)? Könnten Territorien den Besitzer wechseln und könnten Spielerallianzen nicht auch so gehandhabt werden wie Fraktionen (eigenes Territorium, keine Kopfgeldjäger mehr, sondern Flotten wie gegen NPC-Fraktionen etc.)? Die Anzahl der Fraktionen könnte auf lange Sicht stabil gehalten werden, indem große, aber schwache Fraktionen sich beispielsweise spalten.
All dies sind ehrliche Fragen, keine zynische Kritik. Ein so dynamisches System würde Avorion eine unglaubliche Tiefe und Langlebigkeit verschaffen, aber ich weiß eben nicht, inwieweit es in dieser Form überhaupt umsetzbar ist... In meinem begrenzten Verständnis klingt es nur deutlich realistischer, als eine vollständig simulierte Galaxie...

3. Waffen-Balancing
Das Combat Update hat große Fortschritte für die Unterschiedlichkeit von Waffen gebracht. Trotzdem ist es oft so, dass man einfach die besten Waffen, die man gerade zur Hand hat, an die Front seines Schiffes bastelt, um dann mit gedrückter linker Maustaste fröhlich weiterzufliegen. Ich würde mir hier noch größere Unterschiede oder eigene Mechaniken für die verschiedenen Waffen wünschen und fand die in diesem Thread vorgestellten Ideen sehr vielversprechend, um speziell auch das Early-Game-Erlebnis noch etwas aufzuwerten und später mehr Vorteile durch spezialisierte Schiffe zu haben.




Gerade in letzter Zeit bringt jedes neue Update Avorion in riesigen Schritten weiter in Richtung meines Traum-Spiels. Ich hoffe, dass ich mit diesem Thread vielleicht ein paar Ideen anregen konnte und bin gespannt auf die weitere Entwicklung dieses großartigen Spiels!

Keep up the good work!

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Currently turret factories require goods to make specific turrets. I would personally prefer them to duplicate your existing turrets at the cost of resources instead of trading goods(Not up to date. DivineEvil suggested something way better down there!), but with this poll, I just want to find out whether other people like the current system or not and mabye create a suggestion based on that.

I am very curious what results we will get here!
If you got another idea that was not represented in my questions, type it below! :D

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Suggestions / Possible End Game content and easier PvP
« on: March 02, 2019, 01:12:07 PM »
Hey there,

just another inspiration for the devs I want to throw in here:
Once you defeat the guardian, the game becomes a little... ...empty? I guess that word fits it best. I would love to see some "end game" mechanics in the future, that gives you something to do after beating the boss (I know the roadmap and the idea of legendary bosses, but I am thinking of something that will allow you to play about forever if you want to).
This is somewhat inspired by Diablo and other games that have a system of 'rifts' or other stuff that gives you a challenge after finishing the game.

My idea:
After killing the guardian, new quests become aviable, that give you sectors where e. g. an ivasion of aliens from the xsotan galaxy is taking place (This would require the 'The xsotan were just fleeing from a greater thread' storyline, but there are other story options that would suit this as well).
E. g. when you enter the sector a wormhole opens an very strong ships appear (mabye you can set a 'thread level' when accepting the quest). By that i mean something like 'a big fleet of unknown ships has appeared', but with the smallest of them being guardian level (for example).
Also special envoironmental conditions like dense fog or mine fields (I know those are planned from the roadmap) would be nice.

But this is up the devs in the end, now the more important part: Rewards.
I would like to see something like a gamble system, where you set a specific amount e. g. of ressources which you loose when you loose but get back multiplied when being succesfull.
Or you could set a piece of gear, that would be rerolled after the mission is completed, with a chance of being enhanced even more than the normal limits set by the game.
Or you could upgrade the rarity of a turret, with a guaranteed increase of stats...

There are many options aviable, in the end all that matters is that we get something to do in the end game phase of the game, but without completely destoying the balance in multiplayer.


The second part of the suggestion is about PvP. It would be nice if there was some kind of "Arena mode" where players can search for a "match". I imagine some kind of station that has for example a special gate next to it, where you can 'register'. When people find each other, they can fly through the special gate or do something else and fight against each other in a specific "Arena sector" (Mabye there could be special envoironmental conditions there as well?), where they fight each other. This sector would of course need to be protected from other players or simply be newly generated for the fight and deleted afterwards.
When using this arena system, none of the players should loose their ship nor items, and mabye there should even be the option to 'clone' your opponents ship to make it balanced even for early game players that just want to have some fun.
In my imagination, these arena fights would be purely for playfun and offer no reward, if they would tho, I would recommend something purely cosmetic like new colours for the winner.
Another, not as 'pretty' option to switch to the PvP sector would be its creation outside of the galxaxy and a cloned ship in there, so the players can switch to the sector and battle there.

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Suggestions / Another idea to enhance independent targeting
« on: February 07, 2019, 05:23:22 PM »
Many people in the forums don't like independent targeting as it is currently in the game.
There is already a few threads about this and while i can not agree with the side that simply wants every single turret to be independent targeting (because they got their own gunners), that does not mean that I am happy with how it is at the moment.

So here is my idea for a possible solution:

1. Remove independent targeting as a turret specific bonus!

2. Give the independent targeting menu to every turret aviable in the game!

3. Apply the usual damage multiplier when a turret is set to independent targeting (I think its damage gets cut in half, but I don't know), but give it the full stats when it is manually controlled!

Honestly it is pretty annoing to always choose between damage and Function. Please consider this change, as it would make the overall gaming expierience a little smoother in my oppinion.

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Suggestions / Never Mind, it already exists! [Configurable speed?]
« on: January 07, 2019, 10:14:52 AM »
Hi everyone,

when I took a look at the bar that displays your speed for the first time, I thought "oh, you regulate your speed just like in X3" and when I found out that the controls were much more arcade like, I was actually happy; it just feels better...

Still, I would like to have more options than "full thrust", "no thrust" or boost when it comes to maneuvering my ships (e. g. for docking or flying in formation in multiplayer cause it looks cool)
I would like the general steering mechanic to stay as it is, but some kind of advanced controling, that would either work with different keys or could be toggled on and off would make flying more interesting (to me at least).

I am sure this has been adressed before, but I couldn't find a search function in the forums and was unable to find a topic with this myself; feel free to leave me a link if there are some interesting ideas there! :)

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Suggestions / Custom turrets need the option to be locked as well
« on: December 30, 2018, 12:01:56 AM »
Hi,

I work with rotation locked weapons a lot (e. g. it is very handy with target chasing rocket launchers or ships with a large amount of mining lasers for those who wonder why). The problem is that I like to use custom turrets as well and that i can't have both at the same time.
My request is that the current rotation blocking block is removed and instead a mechanic to block the rotation on a weapon base block can be blocked as a configurable option instead.

I would personally do that by simply allowing to apply coaxial designs on non coaxial turrets, with the rotation being disabled then, but any solution is fine if I can just use my own turret designs while also blocking the rotation of the turret. :)

10
Hey guys,

some days ago i was gathering components for Bottan. While i am complaining about the current economy System everywhere and everytime i can,
i thought that it would be actually also quite nice, to have a wiki integrated into the game, that would unlock Information about factions (expecially the Xsotan or the Haati; it would update in the later story Progress...), ships (or rather ship types like persecutors etc.) and stations when the player encounters them or mabye only when he gets in scan range (5km I think). In that Wiki you could for example look for cerain components you are searching for, and in the best case the wiki page would even show you right away which places you know where you could get them.

I am aware of the fact, that there is a wiki for the game, but what i want to get is one that is much more integrated in the game itself and grants some Kind of "unlocking feature".

I am not a programmer, but I dont imagine the implementation of this to be a big effort. I understand tho that writing the texts would be a very time consuming task and that is why i want to offer my help with that. i can write texts in German and English and I will do it for such a Wiki if you ask me. So please Devs consider the implementation of this!
Mabye if the effort is to high, only an english Wiki could be provided...

11
Bugs / Searching for nothing marks everything
« on: December 24, 2018, 10:36:31 PM »
If you use the filter function on the Galaxy map to search for something and then delete what you wrote in there, every sector you have explored will be highlighted.

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Suggestions / Ideas to make the existing bosses more interesting
« on: December 24, 2018, 02:13:04 PM »
Hey,
so here are my ideas to make the existing bosses you encounter on your way to the core more challenging and interesting.


I got some ideas about Swoks, but since he is the first boss to encounter, he is fine as he is I think.


Make the AI regenerate
The AI is Not really hard to beat, but annoying to clean up. If possible, each part of the AI should have a timer, which would reset if the part takes damage to its hull. As the timer is over, the part would grow (like a ship that is repaired in build mode) and become the next bigger version again (which would be able to split again ofc).
With a mechanic like that, players will have to clean up the boss quickly, or they will be overwhelmed by the number of new, fully regenerated AIs.
Ofc the timer needs to be different for all part sizes, with the small ones regenerating fast and the big ones taking longer time.


The quest to get Bottan is more annoying than fun, and the fight itself is pretty boring, but I got no specific ideas on how to make that better at the Moment. A potential economy rework would fix that anyways tho...


I love the way, the mad science laboratory is, except there should be a warning message and some time to prepare before it spawns, also the player should be invulnerable as long as he is in dialouge with it!


Rename the brotherhood ships to make them less obvious and make tankem worth to be attacked
when destroying the brotherhood another time, I came to the idea that their ship names should be less obvious. I killed reconstructio last instead of shooting him first like I usually do, cause I wanted to know whether that would change the fight and indeed they became quite tough enemies.
 So I would just name all four of them „brotherhood ship“ or give them other individual names, the key point is just that a player who encourages them the first time does not immediately know who to target first.
Also Tankem should get something that makes it worth attacking him, I would suggest making him a hyperspace blocker.

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Suggestions / Custom quest- and storylines and player made beacons
« on: December 23, 2018, 08:23:15 PM »
Hey,
wouldn‘t it be cool if the game had some mechanic that would allow players to create stories in creative mode, that could be uploaded into the workshop and being downloaded by other players in some kind of modular way (so you can implement them in your galaxies and wait for them to randomly appear). This would ofc require some mechanic where the creators of quests would be enabled to set basic event chains and conditions, like when the quest should start, the text off dialogues or the spawn of ships.
The open world of the game is great, the main storyline is interesting (but lacks content at the moment), with player made quests, the game could be extended by rpg-like elements at will, which I think many people would like.

A second suggestion that would also be useful for the creations of custom story is the abillity to set up beacons in space for players. They could be bought at equipment docks like energy suppressors and when they are set up the message would be inserted by the player, while this won‘t be very interesting in singleplayer, it would open up great possibilities in multiplayer...

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Bugs / Mine in chat
« on: December 22, 2018, 03:36:22 AM »
I got my crew by transport ordered at a mine (coal I think), the mine then told me something like „a transport is on the way“ or something like that, the author in chat was something like. „{prefix}mine {size}“
Not game breaking, but quite ugly...

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Gameplay Discussion / Where can i get fuel and rockets?
« on: December 21, 2018, 10:32:14 AM »
I tried to build some launchers today, so where am i supposed to find fuel and rockets? i cant find any factories for these...

as stated in the threads below, the economy needs some rework, but for the moment, i just want my rockets...

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