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Messages - WSY

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Suggestions / Re: DivineEvil's Suggestions and Remarks
« on: April 26, 2019, 03:49:40 AM »
I apologize as I will likely come off as a bit of a devil's advocate, and I still admire the game, put a lot of hours into it, and have taken a break myself and have come back due to life reasons etc, but 1100 hours of entertainment for the cost of this game is in my opinion, a pretty good trade off. Considering I pay just about the same cost if not more to go see a movie with popcorn and a large drink for 2 hours of entertainment.

There have been steady improvements, and why not a Zerg rush of changes, I think a lot of them have been pretty meaningful.  Not to mention, so far in my experience a pretty damn good community.

Hope to see your return in a year meet expectations!

Mods / Re: [MOD] Ham Galaxy Settings - HGS
« on: February 25, 2019, 07:07:48 AM »

You talk about buying fighters at equipment docks? I usely build my own fighters at fighters factory, and then make a blueprint of it. This way you can lot of ships full with fighters. Or did I misunderstand you?

Sorry I meant increase likelihood of running into NPCs with fighters, their strength etc, I need cannon fodder to test against :)

Maybe the Xsotan option for fighter carrier will be enough.

Mods / Re: [MOD] Ham Galaxy Settings - HGS
« on: February 21, 2019, 11:00:32 PM »
I have been away for over a year due to some family medical stuff but as I pick back up I find this which is awesome.

So awesome job Hammel.

I do have a question, is there a way to increase likely hood of fighters spawning? Maybe some different aspects of fighters could be configured? I know a lot is still locked out from Lua, but wasn't sure what the extent was. Want to do some extensive fighter testing, and would be easier if fighters weren't so rare to run into.

Feedback / Re: Processor raiding is maybe too ludicrous
« on: February 08, 2019, 08:13:42 PM »
Implementing a spawn cool down timer as well as a ludicrously armed response would also work.

The problem being is if your in let's say iron tier territory and you have trinium, nothing strong enough is going to respond.

Unless you had a fleet labeled "Third party response team" or "mercenary enforcement" that spawned with either oganite level tech or scanned player ship for material and their highest material is the tier the enforcement fleet shows up at, or better, one higher, with the exception that it cannot be avorian. Would encourage hit and run.

If you defeat the mercenary group, one more civilian ship shows up, and then after you kill it, all legal traffic to the system stops, and waves upon waves of local faction fleets keep coming as if there is a faction war.

Probably a bit complicated though, when you leave system, starts a timer on player before system resets. Like pirates or xsotan, the fleets aren't saved, but immediately respawn upon player return if they return before the timer runs out.

Can't exploit for money except for twice for a cooldown period, but a fun way to declare war on a faction in a way. Maybe even have it so during that cool down, their fleets have a chance to spawn on you like pirates or xsotan. Could create a risk vs reward system.

Mods / Re: [MOD] [Stable 19.1] [Beta 0.20.3] Avorion Multiverse Beta 1.21
« on: February 08, 2019, 05:21:13 PM »
This is fantastic that someone is tackling this. I have not tried it yet, but I had a couple quick questions:

Is this mod able to handle carriers and their fighters?

I could probably look through the code and get a rough idea...maybe...but figured I would just ask you directly 😉

News / Re: Beta Branch Patch 0.20.4 Patchnotes
« on: February 08, 2019, 06:27:18 AM »
Actually, mashing buttons while jumping and remembering how and when we mashed those buttons ;)

Spoken like  a true  professional who works with computers for a living ;D

Suggestions / Re: New energy weapon suggestion
« on: February 04, 2019, 09:42:18 PM »
I am certainly happy with seeking being the optional aspect.

Your weapons could very easily be a re-skin of in game missile but with different attributes, and thus I think could very easily be added into the game.

And while your certainly not wrong with shields, integrity fields and ftl being akin to space magic, I feel those are more grounded.

Now my feelings on these weapons are outside game mechanics and discussion. My pov on the weapons being guided  below is purely  outside the game and thus superfluous, but hopefully a fun discussion:

I think my issue stems from the tracking/ turning: the fact you have something that traditionally cannot change trajectory, changing trajectory without adequate handwavium.

If you have the ability to remotely manipulate energy weapons,  then you should be also manipulating the enemies energy weapons so they cannot hit you, which then comes down to a black and white winner take all victory of who has more ability to manipulate the others weapons and overwhelm their opponent. 

Which means if you fire and none of your shots hit,  you wait and fire when the enemy fires (to see of their manipulation systems are at capacity while they fire). If none of your shots still hit, and one of theirs does, then you know you would lose absolutely and simply withdraw.  Who ever has more weapons/energy manipulators wins with zero loss. This is slightly simplified and could be more complex with strategies or surprise tactics, but I feel for the most part, holds true.

We could go into ECM discussions,  such as maybe your weapons have some sort of frequency that is required  to manipulate it that the enemy doesn't have, but then, couldn't they analyze it, find the frequency and still do it? If you have technology to remotely manipulate energy, wouldn't you have the technology to analyze it?  We could easily get into Star trek levels of piled on handwavium, which isn't necessarily a bad thing, could be a fun intereaction such as missiles and active defense vs shields, but if done wrong can get overly tedious and feel like nothing more than trying to hold on to something for the sake of "cool". Which works in the shows since they never try to explain it and it's one of their primary weapons.

The other part of tracking energy weapons I struggle with is if you can remotely manipulate energy, that same ability could be used directly against the enemy. Re-directing engine exhaust back into the ship, manipulating or crushing shields or even hull, maybe even screwing with biological or technological functiona on board the ship.

Even backfiring weapons before they even leave the barrel, I could go on. You could say it's simply blocked by shields, but that doesn't easily dismiss everything.

There is also the possibility that the energy projectile itself can be programmed to seek a target, or like old school torpedoes, change direction after a set amount of time. However if your programming energy to then also change it's trajectory, your dealing with technology (programming energy) that I feel is way beyond torpedoes and cannons, and very easily into the forerunner and even pre-cursur levels of space magic and near invulnerability.

As I have written this, a couple cool handwavium reasons came to mind for why you could get the weapon to act the way it does, and goes around or negates a lot of my points.  So I am probably a bit more ok with them

Suggestions / Re: New energy weapon suggestion
« on: February 03, 2019, 01:43:34 AM »
While I feel this game is about players playing whatever sci-fi trope / style suits their fancy, so I can not be wholly against this; I do feel like this should be locked behind either researching combo of weapons to get this weapon or some special setting to set whether or not enemies can or cannot get this weapon.

Reason being,:while I do enjoy the anime and such that use some of these tracking energy weapons or bending beams, I find they don't fit to my tastes as they they just don't sit right with me. They are akin to "space magic" from my point of view or energy torpedoes. Now this isn't to start a flame war to say whether or not they are good, bad or suck, as I have no opinion other than I would prefer them to not be in my games, and I know many who share my view, and I know some who like them, otherwise you guys wouldn't post  asking for them :)

Because of that, if they ever did get implemented I would want the option to keep the enemy from having them.

Suggestions / Re: Avorion updates
« on: November 02, 2018, 05:05:35 PM »
I know Koonschi is not always on the forums much, but a while ago I did send him a message with some information on bots that we're running rampant on his forums and he took care of them right away. To me this is how fans can help and shows he cares but probably is tight on time. Startups are hard.

I also  gave some feed back on community managemt then. I would have offered some help as it is part of what I do for a living myself (free as I do not live in Germany), but I had just found out the wife (at only 33) had cancer ( hopefully I didn't sound  like too much of a #$&k when  I sent him the message) so work, kids and her were my priority.  I have been lurking for the last 10 months though as I did enjoy the game that much.

I had even dabbled in a little bug hunting and troubleshooting with hammmel who is pretty active on here as I am big fan of the game.

Anyhow, I was just wanting to say, while not always on, Koonschi does check these forums and makes an effort to read the suggestion threads even if he doesn't always reply.  And I can attest that replying in a professional, measured manner, can take time. Such as above where he stated it took a while to reply.

News / Re: Combat Update II now live!
« on: September 18, 2018, 04:42:35 PM »
Haven't been on or available due to life issues but have still been following this.

Just wanted to say, "Great Work, and Congratulations on another release!"

Gameplay Discussion / Re: New Player: Frustrated by Pirates
« on: January 20, 2018, 12:02:27 AM »
At some point beginning pirates seem to have gotten some sort of buff. Used to be maybe 10 max, or very rarely rare drop a spawn of 30 omicron for beginning pirates, now they normally have 60+ frequently past 100 which is enough to vaporize a beginning player ship

Gameplay Discussion / Re: Why Avorion fucking sucks.
« on: January 18, 2018, 03:29:56 PM »
Integrity fields act as a multiplier (x10 If I remember correctly) of a "blocks" hitpoints, BUT NOT of your "ships" hit points.

This is a dumbed down version but gives you the idea:

So a ship with 90 HP, you add a block with 10HP. Ship total is now 100 HP.

Somebody blasts your ship with a giga cannon (or more commonly we hit an asteriod, but when friends's always a giga cannon) and hits that block; block is destroyed but ship is left is left with 90hp.

If that block has an integrity field, the block now has 100hp. If you clip an asteriod now on that block (err I mean get hit by the giga cannon),   that blocks HP is equivalent to you ships HP, so your ship HP is reduced  to 0 and you go BOOM.

So, basically it is possible to have more blocks worth of HP than your  total ship HP due to integrity fields. Great for making little detail blocks being more resilient, bad for armor layer blocks, or if you have designed your ship with the idea of losing chunks to save overall ship HP deductions from hits.

Troubleshooting / Re: Stuck on single player loading screen
« on: January 18, 2018, 03:15:32 PM »
Previous post I had where you go into msconfig and turn off all the extra crap your PC normally runs.

Troubleshooting / Re: Chain crashing server
« on: December 27, 2017, 05:41:23 PM »
Hey Hammel, sorry have not had time to check on this, holiday time is family time, so next week I will try to experiment with it.

Troubleshooting / Re: Multiplayer loading screen stuck
« on: December 27, 2017, 05:39:49 PM »
Hi Dark

So local client to local server works.
Lan client to server works.
Internet client to lan server does not?

Getting a little lost since you updated a lot and so not sure where you stand now.

Check to make sure you have those ports open on local software firewall. Statically open and set them, do not rely on software firewalls allowing "applications" through firewall.

Have you tried telnet on those ports on the server from lan client then over internet?

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