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Messages - Sir Charles

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News / Re: Update 0.22.2 - Reconstruction Tokens
« on: May 17, 2019, 08:38:51 PM »
What are all these little updates about?

There were several small Avorion Updates during the day...

Suggestions / Re: Planetary Implications
« on: May 17, 2019, 01:58:38 PM »
Hey and welcome to the forums!

Keep in mind that Avorion is a space game and has been in developement for years already, but is not yet bug free.
The problem with planets is that they will, dependant on the way they are implemented, take many of the developers efforts and will problably still not be very statisfying.
I would like to have them as well as you and many other players, but I dont want the game to suffer from their addition. Thats why the concept has to be well thought about (and the devs themselves stated that they are not sure whether they want to implement them or not). As you already pointed out, planets could come in with lots of cool features. If you are interested in my own ideas, take a look here:,5572.0.html

General Discussion / Re: Mac?
« on: May 06, 2019, 06:16:41 PM »
A Mac version has been stated as a wish of the devs in the official FAQ and I think I red something about it from a dev here at the forums as well... Mabye you will be enlightened soon?

General Discussion / Re: how to play like pro?
« on: May 06, 2019, 06:14:14 PM »
Did you notice the little link there? No way I am going to click that tho...

Just like the other spammy posts made in the last days...
I feel like somebody is doing very weird activity in this forums, good thing the devs keep deleting this stuff...

News / Re: Beta Branch Patch 0.22 - Reconstruction Tokens
« on: May 03, 2019, 11:34:35 PM »
I like the idea of the update, we will see how it turns out in the field...

Suggestions / Re: stealth mode
« on: April 25, 2019, 08:12:23 PM »
This has been suggested and discussed several times.

I would like to have cloaking in the game, but it should be used to make small ships a viable choice in comparison to big ones, e. g by raising the energy cost exponentially in relation to the ship size.

The devs stated that they are not shure whether they want to implement cloaking at all anymore tho, so I would not be very hopeful on that one...

Many players would like a more uniform system, where you can produce turrets, modules and torpedoes similar to fighters.
If you are interested in that, you might find this thread informative/inspiring.

On the original topic:
Looting torpedoes is a planned feature anyways, you just have to be a itttle more patient on that one :)

News / Re: Dev Update: Upcoming Updates
« on: April 24, 2019, 03:49:12 PM »
I red somewhere that you removed the fleet limitation systembecause players didn’t like it. In case you are still looking for ideas on that, I got a new one here:,5477.0.html

So the fleet limiting system was  rolled back again, time to think about this topic one more time.

How about this:
The founding of a new ship could require a new type of MODULE. This module would be permanently installed in a (new and special, it will NOT steal one of your slots) separate slot and you would only get it back when you delete the ship. When the ships is destroyed but you had ensurance, they would send you the module as well as the money, otherwise the module would be lost.
Different rarities could give Bonusses like reduced building credit costs or crew payment, or the module could simply be aviable in one rarity. Higher rarity could even be necessary to make the ship a station founder or could affect the loot range.
This module could be looted and would be aviable on equipment docks when you reach a specified speed distance to the core.

With a system like that, advanced players would have no difficulty to have a fleet while new players would be happy with every new ship they „find“.

Obvious disclaimer: Players should always be enabled to have one (1) ship (e.g. by receiving a module per eMail if they don’t have any and no ships, this needs to check alliance inventories as well tho).

Another thought on rarities:
The rarity could represent the age of a ship. They would only be aviable in the lowest rarity and by the time they would „rank up“ and provide bonuses to the ship. These ranked up modules could even be traded between players or the rank up would require a special, very hard, quest (Potential end game content). Ranking up at research stations would be not possible obviously.

Suggestions / Re: FOV adjuster
« on: April 24, 2019, 03:19:41 PM »

I support that. But please make it a menu option, not just a console thing.

Suggestions / Re: Mobile Ship Refinery
« on: April 23, 2019, 05:57:08 PM »
Sounds great, but doing it at a station should have a significant benefit over it so it is still an option!
Mabye the block should need a huge amount of crew to work?

Suggestions / Re: FOV adjuster
« on: April 23, 2019, 05:55:40 PM »
I guess I am dumb, but...

... FOV?

Suggestions / Re: Mechanism to turn Slaves over to Patrol?
« on: April 19, 2019, 12:10:54 PM »
Great idea,
but I think it  could be solved easier. We could just have the opportunity to free slaves, making them part of our crew or simply disapear (or even become a new type of cargo we can hand over to any station or ship).

Suggestions / Re: NPC Faction growth and ship respawner
« on: April 18, 2019, 09:07:29 PM »
I am totally in for a more alive galaxy. Something like this has been suggested several times by many people, including myself.
The devs even stated that they know about the issue and are already working of something to make it better, but I would not expect changes in the closer future because the game has more urgent issues...
Stay tuned! :)

Suggestions / Re: Audible alert when a allied ship is under attack?
« on: April 12, 2019, 03:02:54 PM »
Mabye we will get some stuff like this with the upcoming sound effects update...

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