Avorion

Avorion

(9 Slot) Fully Functional Battleship
12 Comments
Quad of Goldenrod  [author] 7 Mar, 2024 @ 4:47pm 
It's been a long time since I played this game and a lot has changed since then. I'm glad people are still using this though.
MiakeusAmadeus 7 Mar, 2024 @ 1:40am 
I'm definitely going to make some changes to this ship. However, I would say it's a great effort to modify and elevate the original design to something more than functional. Thanks for the hard work mate.
Quad of Goldenrod  [author] 16 Dec, 2018 @ 3:35pm 
For those who are using this ship, I've fixed the stats and cargo hold that got ruined in that last update. Please unsubscribe then resubscribe to get the updated model.
brigadon 11 Aug, 2018 @ 9:38pm 
Thanks
Quad of Goldenrod  [author] 11 Aug, 2018 @ 5:43pm 
I forgot to add that no crew also affects max velocity as well as thrust.
Quad of Goldenrod  [author] 10 Aug, 2018 @ 5:40pm 
If you're that worried about it then build near a resource depot so you can easily add engineers and mechanics as needed throughout the build or have a transport ship nearby to carry additional crew members to transfer to your ship as needed. In singleplayer it's good to always have backups and moving an entire fleet to add to 1 ship is annoying due to the way fleet management is. It's far more practical to have a fighter factory to double as a personal cargo bank and hotel to keep excessive, backup crew that you should have been acquiring throuhgout the game. Have a dedicated civil trade/transport ship designed with a long range warp drive, high thrust/braking and at least 1.5 to 2 in yaw/pitch, large cargo, torpedo, fighter and crew capacity and system upgrades for trading and to increase warp range and reduce cooldown. This makes the end game a heck of a lot less tedious.
Quad of Goldenrod  [author] 10 Aug, 2018 @ 5:32pm 
Crew quarters is about volume not surface area or mass. For your original question about what kind of pre-crew stats I aim for, I simply don't worry about it and adjust it as needed. The only stat that is affected by no crew is thrust (acceleration) and the hp loss. I usually know ahead of time what stats I'm aiming for with a crew and since crew quarters is based on volume and it shows the crew capacity and requirement on the stat panel, there is no need to worry about it. The ship has 14 m/s thrust with no crew and 90 with a full crew. That's a big difference and due to the way mass affects thrust, braking and movement, you can't tell anything by pre-crew stats.
brigadon 7 Aug, 2018 @ 9:42pm 
Because you are building it in sandbox? Why would you bother running around grabbing crew in sandbox when you don't even have crew quarters or a ship yet?

Or do you get 1000 or so crew before you start even building? I would think that would cause morale problems that would similarly make the stats inaccurate.
Quad of Goldenrod  [author] 7 Aug, 2018 @ 7:32pm 
Lol, why would you even use it with no crew?
brigadon 7 Aug, 2018 @ 7:28am 
I meant The ship stats without a crew, while building it in sandbox mode.
Quad of Goldenrod  [author] 6 Aug, 2018 @ 3:24pm 
I always use professional crewmen whenever available. This equates to 80 professional engineers and 150 professional mechanics. I also carry 75 pilots, 20 gunners and 20 miners and however many officers i need to support that.
brigadon 6 Aug, 2018 @ 2:49pm 
What pre-crew stats do you usually try to shoot for in sandbox?