Avorion

Avorion

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bjnvfbn Mar 16, 2020 @ 9:34pm
iron and titanium storage
I think iron ore and titanium also need cargo holds to carry, and all the ore on the scoreboard should actually exist in the cargo hold, not safely stored in the subspace warehouse.

This means that taking away the ore also needs to be safe enough to transport the cargo to its own storage site to be able to build, and I found that as soon as I turned into a drone, I could start hyperspace transmission to build ships anywhere in the galaxy, This greatly lost my pleasure in playing with this.

And, in fact, with this tricky setting, players can still use combat to fight against pirate or faction mineral storage locations, which will cause greater fun, and it is a pity that there is no ore.
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Showing 1-15 of 57 comments
The Prophet Mar 16, 2020 @ 10:03pm 
I like it how it is.
Zornvel Mar 17, 2020 @ 1:06am 
You can only use R-Miners/R-Salvagers so you always have to bring them back to a resource depot if you want. However the Autominer never get attack anyway, so they could get the resources from anywhere without big danger.

And making a game to complicated don't make the game better.
Mavor Mar 17, 2020 @ 1:15am 
Using 'normal' mining beams refines the ore during the mining process, which goes to your 'bank'.

Using raw mining beams (R-mining) does not refine the ore automatically and it must be stored in cargo space and taken to a resource station for refinement, at which point it goes into your 'bank'.

I don't know if this makes any difference to you or if you just don't like that refined ores are a number count and not a physical thing.


Considering, later in the game, you could easily have millions of the various ore types - having all your ore inventory physically exist in game-world storage would become a huge pain the ass to deal with and is, frankly, unnecessary.


You can still have great fun destroying pirate/alien/faction ships and stations - and then use salvage lasers to turn their destroyed assets into refinable scrap - which gives the same results, more or less, as raiding an enemy ore storage facility would.
Rebol Mar 17, 2020 @ 1:17am 
That would add layers of non-content related issues that I imagine most people would hate.

Starting off, the base ship would need to be a decent sized cargo ship that can hold 10k iron (I think that is what you start with), not a drone. In fact, it would render drones useless since you can't store things on drone.

Since we cant normally build in drone, we need workarounds.

Honestly, I don't want it. Devs should be working to add contents at this stage, not re-do the base framework the game depends on.

Maybe for Avorion 2, if there will ever be one, devs can add it. On a game that has hit 1.0, it causes more problems than fun.
bjnvfbn Mar 17, 2020 @ 1:46am 
So the compromise can be to add a checklist for this project, because I am still disappointed with such a design.

In addition to the choice of difficulty, an additional box is added to allow people to selectively consider whether to limit the demand for iron ore warehouses. After all, not everyone wants to reduce complexity to be called a fun game.

When it comes to minecrft, even Steve has the biggest limit, and there is an option to let the item fall after death, and I hope so.

Game developers should not just dismiss players who want to challenge extreme survival for the simple operation of their opinions. On the other hand, they should coexist.
bjnvfbn Mar 17, 2020 @ 1:50am 
But I don't mind how long the developer decides or is willing to change the proposal.
However, I would strongly recommend that you change it for all players who may want to play extreme survival. : P
Last edited by bjnvfbn; Mar 17, 2020 @ 1:52am
CyPunk Mar 17, 2020 @ 2:16am 
Originally posted by 別按來路不明的網址:
But I don't mind how long the developer decides or is willing to change the proposal.
However, I would strongly recommend that you change it for all players who may want to play extreme survival. : P

Can always try Empyrion (EGS) then! Seriously though, I am glad to come to Avorion for awhile and not have to deal with these issues. I too like the realism it would bring, the danger added to cargo runs etc., but aside from the occasional times you run into trouble, it would mostly just be allot of things people might not like. In EGS weight and volume are still disabled by default as introducing it was so controversial.... and every ship and base in the workspace required updating.

I could see them adding random attacks on your mining operations though. Guessing it is a performance issue why they don't (perhaps long time players know), but it is doable. Maybe in a DLC.
Last edited by CyPunk; Mar 17, 2020 @ 2:17am
Fichom Mar 17, 2020 @ 2:39am 
You have to understand that Avorion is not a logistics-oriented game, rather it is a sandbox-oriented game. It is not trying to be a simulator of any sorts, but rather an arcadey game. Your idea was proposed many times before, and it was always disliked by the majority.

There is also a 'problem' with people who insist on 'realism' - when do you stop? Not that striving for realism in some games is bad in and of itself, but not each and every one. Ok, you add raw resources as cargo. Ok. Why not make it so when you delete blocks on your build, they go back to your storage as scrap which you have to refine again. When on subject of refining, shouldn't we be using some kind of energy source to refine those scraps into raw materials back again? Etc.

You see, simulators are like a sniper - they focus on one thing, and push it really far, but leave other details completely ignored. Arcade games are like shotguns, they hit a wide area of functionality, but they have less of a range.

If you are not convinced Avorion is an arcade game, just look at power generation. It comes down to two blocks, rather than 20 blocks and 50 different resources you need to keep in stock to keep the generators running. Or guns. Slap it on and it fires. Ammo? Hahaha, very funny. Engines? We have unicorns farting out of those to provide propulsion. Speed limits. Speed what? You need 3000m/s to escape earth's gravitational pull, and humans pull it off 'with ease'. You have to drive a literal engine block, and a big one at that, in this game to get that as normal speed. Not to mention something like Galileo spacecraft, which is traveling at around 48000m/s. Good luck going that fast in Avorion, you'd probably desintegrate from some glitched asteroid collision.
FuryoftheStars Mar 17, 2020 @ 8:07am 
Originally posted by Fichom:
around 48000m/s. Good luck going that fast in Avorion, you'd probably desintegrate from some glitched asteroid collision.
I want to try that, now. :) XD
bjnvfbn Mar 17, 2020 @ 9:22am 
I will never lose my reason to buy this DLC. :D
Last edited by bjnvfbn; Mar 17, 2020 @ 9:22am
DivineEvil Mar 17, 2020 @ 9:46am 
Avorion is a Sandbox, not a Survival. Also more closer to RTS, than to Simulator. Virtual resources is a staple of strategy games.

Starmade also tried to please the hardcore players, instead of adressing the core gameplay, which was in shambles. It's dead now thanks to that approach.
Last edited by DivineEvil; Mar 17, 2020 @ 9:46am
bjnvfbn Mar 17, 2020 @ 11:13am 
Selective checkboxes can prevent the project from affecting the mood of ordinary players. If you just oppose the mode I said, then my proposal will not affect your game mode.

So I always don't understand why such contradictory statements can even appear with the addition of game options, or even erase these mechanisms from the game.

I have also played a lot of games. I have seen the suggestions most game players give to developers.

Most of them just want to play a game that should be able to create more than 500 hours, but finally tried to propose to simplify the operation to 5 hours.

For those who want to enjoy the game time, they have to spend more money to buy a new game instead of buying a game with long-term playing value.

This happens to highlight two mentalities
1. Endless luxury and excessive desire
2. Give up solving difficulties, unable to get psychological rewards from it, disguise requires developers to design more diverse game mechanism considerations to trigger psychological reward

If I'm right, these simplified gamers, even if they purchase more games than the players who are willing to challenge them, still need to rely on a larger number of games to get fun, which obviously costs more.

So for the sake of 80% of the poor, it is the best choice to get a higher CP value with less expenses. I hope these will help people.
DivineEvil Mar 17, 2020 @ 11:36am 
Well again, like have been mentioned by other responders, the problem with the suggestion is not how it is implemented into the game without breaking it, but the mere basics of how it would work in the first place.

The mining drone that you start with has no storage capacity. Without that storage capacity, you cannot build a ship, and without the ship you cannot get the storage capacity. Then lets say we add storage capacity to the drone, so it can at least found a ship that consists of nothing but a Cargo block, and now you're bound to carry the ore back and forth between that ship and the asteroids in small packets that the drone is capable of taking. What is the ♥♥♥♥♥♥♥ point of it? This doesnt make the game more difficult - it just makes it tedious waste of time to reach the same point. I can drive this hypothetical model further, but there's no point in doing so.

Making the game on Insane difficulty already makes the game rather unforgiving, as all enemies are far stronger than you, factions do not like you, which prevents most of the safe earning methods, and you cannot rebuild your ships using the Reconstruction Tokens. From the outside this seems to be more than enough challenge, especially considering that majority of players do not even go that far.

There's no justification for the developers to waste their time to introduce any additional difficulty options (and you can imagine dozens of such options), when there's no demand for them in the general population (and there is none). It is far more effective to focus attention on improving and polishing the game according the the developer's vision.
FuryoftheStars Mar 17, 2020 @ 11:43am 
If this was a different type of game, maybe. But DivineEvil's post right above me here sums up my thoughts on it nicely.
Zornvel Mar 17, 2020 @ 11:44am 
Ok you thinkt that it would be fun fighting for a few resources , but some people don't think so. The next point if the game would be make around this just say it also the auotminer could be attacked (I think I played such games) so the only difference to now it would be that you would give your autominer a escortship (or a fleet, or lategame having a supercarrier who don't care about small attacker), or you would mine in area were is no danger and sell the ore and buy the better one on the market.

It's not a gamechanger it simply gives you a new problem, and not a very big, because when it would become to difficult to get resources noone would play it anymore.
In a survival game resources are hard to get but in sandboxes this makes no sense in the most situation.
I know at the begin it's fun to mine the ore and so on, but later it is something that someone of your fleet is doing.

You a not the smart solo capt. (you could play this way) but the most guys build whole empires with a lot stations big ships and fleets and then you would need billions of resources and cash.

To make things more complicated would be just something that would add one or two steps to this goal and in this game I think it would eat more gameresources that it would be bring fun.

I like complicated things but the question is from what perspective you look at the game. Are you more of the managerguy who says: "hey you bring me some iron and you some trinium"
So you don't really care how this happens because you need the stuff to build something bigger.
Or the adventure who goes out and fights pirates to get the resources.
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Date Posted: Mar 16, 2020 @ 9:34pm
Posts: 57