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[2.5.2+] Xavorion: eXtended Avorion
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projectjku 7 Feb, 2023 @ 8:34am
Pirates and combat in general
Hello! I've been playing with this for a bit, and there's lots that I really like about it. I feel like pirates with 60k hp at TL1 are not very fun, though, and that the 'laser-sponge' method of balance is pretty much always a bad design choice.
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LM13  [developer] 7 Feb, 2023 @ 10:26am 
Hello there. Thanks for sharing, that's the kind of feedback i hoped to receive.

Yeah, some ships can have lots of HP, or DPS, or even both.

That is something I want to balance in Combat module at some point in future,
but more feedback is needed on what players actually want to see in game.

I've got few ideas, and personally like ocassional toughies, but yes - a better approach is needed.

One the of the ideas is to replace (extreme) toughies with more ships, instead of spawning a sponge.
I did plan to use smaller/weaker ships and some fleets/combat roles for balancing.
Still, a lot of code has to change for this to work, and for compatibility, will be a separate mod.


In the meantime, any feedback and "what is fun for me" will be appreciated!
If you have some ideas on what could be tweaked, changed or added - feel free to share ;)

Thanks again!
projectjku 7 Feb, 2023 @ 10:41am 
I think more ships in a wave is probably a better approach, and/or purposeful fleet composition. Of course you want the occasional tanky miniboss, but I don't think you should ever have an enemy with 120k hp and 120 omni at the same time. There's no risk there, just grind.

As an aside: I am curious about how you did formations, because I was considering doing them myself. Formations and a couple of ui changes would go a long way to improving the RTS part of the game.
LM13  [developer] 7 Feb, 2023 @ 10:56am 
Originally posted by projectjku:
I think more ships in a wave is probably a better approach, and/or purposeful fleet composition. Of course you want the occasional tanky miniboss, but I don't think you should ever have an enemy with 120k hp and 120 omni at the same time. There's no risk there, just grind.

As an aside: I am curious about how you did formations, because I was considering doing them myself. Formations and a couple of ui changes would go a long way to improving the RTS part of the game.


Agreed, I think we share the same idea here.

Formations have a separate folder in Ships module, there's a FormationComponent.lua as a starting point there.
There's actually a support for more types of formations in code, but no UI to control this. It was an experiment.

The general idea is... expensive.
Offset from parent, it's direction and locations are cached and apllied on tick as Fly target for AI.
And actual formations are tables of offsets summed up together, it will make more sense when looking at the code.

Actual formation data is stored in Formation/Lib/FormationDatabase.lua,
there is some leftover data from my dev version which is not used anywhere.
🦊 Hermit 10 Apr, 2023 @ 6:39pm 
I don't know how possible it would be in the game's code, but would it be an option to make pirates actual factions in the game, owning sectors and building stations other than just shipyards, in the same way that regular factions do?
Last edited by 🦊 Hermit; 10 Apr, 2023 @ 6:40pm
LM13  [developer] 11 Apr, 2023 @ 2:48am 
Originally posted by 🦊 Hermit:
I don't know how possible it would be in the game's code, but would it be an option to make pirates actual factions in the game, owning sectors and building stations other than just shipyards, in the same way that regular factions do?

Yes, to some extent.
Previous Alpha for 1.3.8 had something like this, where gate network sectors could be taken over or devastated by pirates at generation time. No simulation though.

That's a feature I'd like to bring back later with Sectors module, but that's gonna take a long time to finish.
🦊 Hermit 11 Apr, 2023 @ 5:45am 
Kk thanks for the reply, sounds cool :PhogsHappy:
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