Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Warrax

Pages: [1] 2 3 ... 19
1
Creations / Re: Trimaran Hull Designs
« on: May 01, 2020, 03:35:41 PM »
Korr & Jester, sent you both early pics of the Avorto.  Just the Sauron-type Engine to finish.

Please pm me, or post your comments, thoughts, or final change suggestions.

Total price:  +525 million credits
Shields:  +75,000,000
Hull:   +11,000,000
Maneuverability:
    L/R:  +0.46 rad
    U/D:  +0.46 rad
    Roll:  +0.50 rad
Hangar:  Large, fits ~400 Large Fighters

Posted pics will follow, once all is complete
 

2
Creations / Re: Trimaran Hull Designs
« on: April 26, 2020, 12:05:33 AM »
Good ideas, thanx guys.

Umm, Korr ...
I am midway thru my build on the Avorto ... so far 388 Million.  It's an end-game ship, and uses over 16 million Avorion.
The shield endurance is over 78 million hp (Avorion Shields).  When I swapped Shield material to Trinium the shield strength dropped to 22 million.

3
Creations / Re: Trimaran Hull Designs
« on: April 24, 2020, 10:39:10 PM »
So, per my last post, I have a new ship on the way ... Avorto.
If you know your Latin, avorto is a play on the verb which translates to parry, divert  or disturb.

Jester, your suggestions are most welcome, and I thought these profiles might help us along ... lemme know your thoughts ...

Avorto in sillouette and top-down.
Overall, the base drawing sees Avorto at 450 long and about 250 wide (in blocks).
The main hull has a block height of about about 72.
The tie wings coming at a total of about 140 block height.
Spoiler: show

Spoiler: show

For comparison, I have included these sillouettes ...
Algaard II silouette
Spoiler: show

Unpublished design
Spoiler: show

Of course, I am open to suggestions from other players ...
Thanx, cheers

4
Creations / Re: The BASE V1 - Highly modifyable Asteroid Base
« on: April 24, 2020, 05:39:29 PM »
I had missed the elevator shaft ... what a cool idea ...  :o

I have been thinking to build something similar, but have not yet had a chance to focus on the "Economic" part of my game.
Your design is great, in my opinion, because it uses Iron and Titanium - which would otherwise be useless.

My of my design efforts have been on building optimized fighting ships and freighters.

I look forward to your further postings.

Cheers  :)

5
Creations / Re: The BASE V1 - Highly modifyable Asteroid Base
« on: April 24, 2020, 05:08:45 PM »
Very nice, Hanni79
I think this is a great idea.

I also like your use of Iron Stone.

Cheers

6
Suggestions / Re: Loaded sector limit management
« on: April 24, 2020, 01:09:29 PM »
Another thought I had concerns managing ships that are in sleeping sectors. As you know, currently, attempting to give commands to a ship in a sleeping sector will result in an error message. This is particularly irritating when I'm in the middle of consolidating my mining operations and one of the sectors involved gets unloaded with one of my miners in it.

As a user, I would prefer a warning, and for the cursor to become a spinner indicating the sector is loading and may take a few seconds, while the sector is loaded to allow me to interact with it.

I encounter the same error message.
To alleviate this, I click away from the ship and re-issue the desired order.
The second try always works.  Sure, its a bit annoying, but so long as it works, I am happy.

I hope this applies to what you described.

Cheers

7
News / Re: Community Servers are coming!
« on: April 24, 2020, 01:04:58 PM »
Excellent !!

I am very pleased to hear community servers will become part of the game.

8
Creations / Re: Trimaran Hull Designs
« on: April 22, 2020, 03:55:27 PM »

I am wondering though - do you still have plans to make an interpretation of the Tie Interceptor.  With the good execution of design in the Algaard, I would love to see what you come up with next.
You had posted comments on the Tie Interceptor in a former post, and wondered if I could send you or post some design suggestions here?


Yes, absolutely, please post - thanx for the offer, Jester.
My game-play has recently re-visited Fighters ... so I am in need of a ship to play that role.
Fighters are now a must for me   ;)

My next efforts will be looking at a Titan-SE design, which is a recent update in my Ship Classification System.
As a heads up, here are my intended ship features:
  • As an end-game ship design, it will specifically consider and apply what certain the Xsotan Artifacts (XSTN-K) bring;
  • Hangars will be featured;
  • Hull endurance will be exceptional;
  • Shield endurance will be exceptional;
  • High maneuverability and top speed;

So, basically, everything offered by Algaard will be enhanced further.

Other design ideas are welcome from other Avorion Players and Ship Builders.  Please post your suggestions. 
The final XML will be made available to all contributors.

9
Creations / Re: Trimaran Hull Designs
« on: April 18, 2020, 11:53:32 PM »
I finally posted something in the Avorian Workshop ... the Eye of Sauron, the engine template.

10
Creations / Re: Trimaran Hull Designs
« on: April 16, 2020, 02:40:16 PM »
Nice to hear from you, Strela17.

You are certainly welcome to post your ship design questions here.
Likewise, you are welcome to post your (in-game) build questions here as well.

Cheers

11
20 Cargo Shuttles per station is the max.

12
Creations / Re: Trimaran Hull Designs
« on: April 14, 2020, 05:07:01 AM »
Your post on the various materials (above) is appreciated, Korr.
Thank you.

13
Creations / Re: Trimaran Hull Designs
« on: April 13, 2020, 08:40:51 PM »
Algaard II has been re-visioned and re-posted here.
15+ Ship Modules, in the Elite Titan Class of ships.



Or refer to Table of Contents, this thread.

Please enjoy !!

14
To start things off, I always play on insane. That said, I have breached the core and I am starting the process of gearing up to fight at 0:0, but I am stumbling on gathering enough cash and resources to force this effort to expand to meet my quotas in 24 or so hours rather than 40-60 I am dreading grinding out.

I currently have 15M Credits, 4 ships with 5 R-Mining Lasers (see details below) each, about 1.7M Avorion, 2M Ogonite,  and a handful of the other resources from 1M to 100k, and a steel factory.

Mining Laser:
Ogonite
56.8 DPS
97.5 Efficiency
2 Slot

My goal is
~500M credits
~20M Avorion
~5-6M Ogonite

With trading and raiding being an absolute slog for almost no profit, being where I tried initially to make any sort of cash (along with mining robots being useless), stations that are barely feasible, it seems that mining is my only option, but I am only pulling about 100-300k resources per hour. I am hoping to get this to 1M resources per hour. I am no expert on what the AI does in the background where nothing is rendered.

If I increase the number of mining turrets on my ships, will my mining rate go up by about a linear factor?    I believe so, yes.
If I increase the number of mining ships, (my current number already drains 2-3 sectors before they jump to refine the ores), will that also increase the rate.
 Yes.
And along with that, will they still work if I split them into numerous sectors even if I am over the "sectors active limit" placed on me?
This one, I am not sure of.

Should I give up on mining for money and do something else?
The way I play, is Mining is passive, or a background activity.  I would suggest, stay at it.  And because its running in the background, you can do other things.


Really big money, is in Factories and Mines.
Here is a link you can check out for a variety of info (vids) (Shrike Gaming).
Maddog has some decent vids as well, here.

15
Hey ZiggyD

First of all, thank you for creating and posting your comprehensive video series.  Even as a veteran Avorion player, I enjoyed hearing about your approach to things.
With particular reference to your 4th in the series Part 4 - TRADING - How to Get Rich Playing Space Trucker, I wanted to offer your audience an expanded approach in addition to, or substituting for early trading efforts.


Criticism for early-game trading efforts:
Very early in the game, players just do not have the cash resources to make any substantial amounts of money from trading.
Early in the game, trading may not be the most profitable use of your time.


Alternate method for early money-making:
Take that early ship which you get for free, convert it into a passive miner.  Then, as soon as you have that ship (LadyBug or whatever its called) making a few bucks from mining, get another ship, and repeat.
As soon as you can, swap ALL of your mining turrets for R-Mining Turrets.
Admittedly, R-Mining early on requires a little more micro-management (emptying of small cargo holds, etc), but once you get an enhanced set up with dedicated miners with cargo holds above well 3000 capacity, there is no limit to Mining.

Plus, as an in-game activity, this will place you extremely well as you get into Naonite, then Trinium, then Xanion.

Let me just mention, that prior to v1.0, I was a huge trading advocate.
Now, I find that R-Mining will easily outpace other early money making methods - and best of all ... Mining can be done passively.  So while you are pursuing other things, you can get rich by letting your fleet do the tedious mining stuff in the background.


Cheers - and thanx again for your video series !!   8)

Pages: [1] 2 3 ... 19