Based on the request for some newbie oriented guides by the forums user TheGreyGooSFWarnedAbout, I thought I could make a simple guide about some of the very simple stuff.
Table of Contents
In Avorion there are Credits and 7 building materials; The material distribution in the galaxy depends on distance to the core.
||The most basic and the heaviest material, commonly found on the edge of the galaxy. Until you get Avorion, you can’t make Inertial Dampeners out of anything else!
|Titanium||The 2nd lightest material, it is tougher than Iron and can usually be found in the same places as Iron, increasing in frequency as you move away from the edge; with it, you can build Generators, Batteries and Integrity Fields.|
|Naonite||Naonite is slightly heavier than Titanium and you can’t make Armour blocks out of Naonite, but Naonite blocks let you add Shields and additional Jump Range to your hyperdrive.|
|Trinium||Trinium is the lighest material, and is more durable than all the ones that come before it; it is the first to let you add Processing Power through blocks to your craft. The Shielding too, is more durable than Naonite Shielding. It is the first material to let you use Hangars.
|Xanion||Xanion is heavier than Trinium, but slightly lighter than Titanium. Crafts built completely of Xanion and with engines and thrusters made of Trinium, will perform quite well, as they’ll be durable and light. Xanion has no Armour blocks.
|Ogonite||Ogonite is fat. It’s the heaviest material after Iron, but it of course provides very good durability, being an end-game material only found near the centre, with all the same block variety as Xanion.
|Avorion||Avorion is the legendary material after which the game itself is named; It is lighter than Iron, and slightly heavier than Titanium. It has the best durability, but is only found very close to the centre of the galaxy. Ships made solely out of Avorion are very expensive in terms of credits, but will have the best durability. Ogonite Armour will still provide better durability, since Avorion does not have an armour block of its own. Adding any size Hyperdrive block made of Avorion will allow the player to bypass the Barrier anomalies.
Note that to mine or salvage better resources you’ll need better lasers. Mining Naonite with an Iron turret won’t really work very well at all. You’ll need a Titanium or better turret to mine Naonite, and so on for the rest of the materials.
A ship, or craft as called in-game, has several statistical properties of variable nature;
Some are self-explanatory like Hull and Shield, which simply represent how much damage either of them can take – until Shields fail or your craft is destroyed, in the case of Hull.
Thrust is the acceleration, that is, how much speed is gained per second; if you have 50m/s2, this means over 1 second, you’ll accelerate to a speed of 50 metres.
Brake thrust is worked out the same way; it is how much speed is decreased per second when braking; if you have a brake thrust of 50m/s2, this means over 1 second, you’ll de-accelerate by 50 metres. For example with this amount of brake thrust, if you are going at 100m/s and brake, your ship will take 2 seconds to go to a speed of 0m/s, and conversely take 2 seconds to accelerate back to 100m/s.
Another thing to consider about speed, is that 100m/s is equivalent to 360km/h or around 223mi/h. You can bypass max velocity by using a special system for that single purpose, but playing with max velocity bypassed is more appropriate to certain playstyles than mine, I believe.
Next, Yaw, Pitch and Roll, are attributes that represent the turning accelerations, expressed in radians/s; no craft can go over 4rad/s and any craft with 1rad/s can be considered very maneuverable. Keeping any of them around 0.2 is reasonable, however, especially for bigger crafts. More about optimising these 3 stats in the building basics, further down.
The Hyperspace cooldown and reach, and Radar reach, are all mostly self-explanatory as well. They are all expressed in radius; so if you have a reach of 3, you can go 3 sectors in any cardinal direction, i.e. north/south,east/west.
Your Hyperspace cooldown and reach can both be improved with Quantum Hyperspace system modules. Likewise, Radar reach and deep scan reach (which is an unlisted stat, which is 0 by default) can be expanded with system modules, too.
System Upgrade Slots are the number of slots you have available for installing system modules into a craft; these system modules confer a wide variety of bonuses to your craft, sometimes with a small penalty – all these modules require energy. At the time of writing this, you may have up to 15 system module slots.
This number of slots increases with Processing Power. The amount of processing required per slot increases exponentially – i.e. the more slots you want to have, you will need much greater processing power than the previous slot needed.
Processing power can only be increased by making your ship bigger and by using Computer Core blocks.
Cargo Hold represents is increased by building Cargo Bay blocks and is used for carrying goods produced by Factories and other stations. It is not used for storing weapons or modules.
Crew Quarters are a vital part of any craft; The more blocks you build onto a craft, the more crew you’ll eventually need to operate the vessel; this number in conjunction with the rest of the stats represents the maximum number of crew members that can serve aboard without a morale penalty.
The crew stat further down in the list shows you how many crewmen you have/how many you can have.
The Fighters stat is not very obvious. Let’s say you have 4-32 on this stat; what this means is that you can have up to 4 fighters in your hangars that are of size 8 or you can have up to 32 fighters that are of size 1. Therefore, you could have, for example, three size 8 fighters, and then still have two size 4 fighters, at which point, your hangars would be full now.
Production Capacity represents the amount of Production Effort that can be achieved per second. Production effort is a stat displayed on fighters that represents a total that must be achieved to build a single fighter from that template.
Productions represents the number of parallel (or simultaneous) productions that can be going on.
Torpedo Storage space works like Cargo space but for torpedoes. Note that both cargo and torpedoes can have volumes greater than 1.0. If you have cargo or torpedoes that are 2.0 in volume, then a space of 100 will be filled by 50 units.
Free Arbitrary Turrets represents the amount of free slots for turrets that can be used for either civilian or military turrets; The other 2 stats are self-explanatory, apart from the fact that the +x signifies how many slots come from Arbitrary supply of slots.
Fire Power is represented in Omicrons, but really, it’s just the total damage per second of all the turrets combined in your craft. Turret DPS is not necessarily accurate for weapons that have overheating.
Finally, Generated Energy is expressed in Watts and represents the continuous power output of your craft; the Required Energy is the power currently being continuously required by your craft and takes modules into account.
Storeable Energy is not straight-forward; it’s expressed in Joules, which is a unit that represents Charge. I will edit this with more detail at some point, as it’s actually quite complex. Energy can be recharged into the storage at a rate of 1/20th of its capacity.
Your inventory is not bound to any specific craft, it is related to you as a player in a specific galaxy; your inventory does not cross over servers or singleplayer saves.
Thankfully, there isn’t really a limit to the amount of stuff you can collect, as your inventory can be scrolled through “infinitely”. Your inventory will contain both modules and turrets.
These items have different possible rarities;
The influence of rarity for modules is on how high or low the bonuses and penalties are; however, in general, the better a module is the more power it will require.
The effect on turrets is pretty much how well the stats have rolled, but like many games involving RNG, you can still have “bad” Legendary items, and absolutely phenomenal Rare items that are on par with one or two rarities higher. Note that while this can rarely apply to modules, more often than not, it won’t apply to them.
Turrets of the lowest rarity can still outperform higher rarities based on their level, but more on this in the Turrets section.
Any inventory item can be used in Research. This lets you combine between 3 to 5 modules or turrets together to create an item of higher rarity; for each item, I believe there is a 20% chance of increase in rarity – this means that if you have 3 items, that’s 60%; 4 items, 80% and 5 items, 100% chance of increased rarity. But note! You can mix different rarities into this selection, so if you have 1 item that’s Rare, and 4 items that are Exceptional, you have a 20% chance the resulting item will be only Exceptional, instead of Exotic. From my playing experience, I believe this is how it works, at least.
One more thing to note about research; currently, with turrets, regardless of the tech level of the turrets you add, the resulting level will depend on the sector you are in, not the combined or average levels of the turrets. This means you can buy cheap tech 5 turrets and combine them at a tech 40 area for turrets of that level.
Note 1: Petty is a rarity type that only modules can have.
It would probably make sense if I now mentioned modules in a bit more detail;
System Upgrade Modules are inventory items that can be equipped on any craft – they all usually require power, and there are a few different kinds, but they all basically provide some form of utility bonus.
I will split them into 2 different categories, Utility and Combat;
- With Utility modules we can get a few different bonuses such as:
- increased Scanner range; increased Radar and/or Deep Radar reach;
- increased Hyperdrive sector reach or improved cooldown or improved power consumption;
- improved Battery capabilities;
- improved Generator capabilities;
- added Mining systems, which highlight nearby resource asteroids;
- added Trading systems, which provide immediate access to the stock of every station in the sector you are in, and at higher rarities provides possible trade routes for you to use in the last few visited sectors;
- increased Loot Collection reach;
- increased Cargo capacity, either as a flat bonus or as a percentage – the flat bonus can be very powerful with small ships;
- and finally added Valuable Object Detection which also improves in reach with rarities, eventually highlighting everything in a sector.
- With Combat modules we can get:
- increased Military turret slots;
- increased Civilian turret slots;
- improved Shield capabilities, such as improved regeneration rate and/or maximum capacity or shield impenetrability (with a recharge delay penalty);
- improved Engine capabilities, such as removing the max velocity limit or improving acceleration and/or top speed.
These aren’t official categories, but it is a good way to start mentally separating things.
Turrets (and torpedoes)
Turrets come in many types, but in the early-game you’ll mostly find chainguns, point-defence chainguns, Mining lasers and Salvaging lasers.
The mining and salvaging lasers are two out of three civilian turret types that exist, currently – the third type being a push/pull Force turret. There are many more military turret types other than chainguns and point-defence chainguns; including Railguns, Rocket Launchers, Cannons, Lasers, Tesla guns, Lightning guns, Plasma, Pulse Cannons…
Here is a list of things particular to some weapon types:
- Plasma – Shots deal extra damage against shields, about 4x per shot if I’m not mistaken.
- Pulse Cannon – High innate chance of penetrating shields and damaging hull instead. Usually 75-90% chance.
- Lightning and Tesla – Extra damage against shields but can’t destroy stone blocks.
- Railgun – Extra damage against hull but can’t penetrate through armour blocks.
- Rocket Launcher – Good at dealing damage against hull but usually too slow; however, rockets can have a “Seeker” modifier that makes the rockets guided to the target.
Turrets, even of the same type, can vary a lot; in some cases they can have modifiers such as Independent Targetting, Burst Fire or a very tiny chance to penetrate shields (for weapons other than pulse cannons). The overheating and energy consumption characteristics are very important with some turrets, because the DPS shown does not take these characteristics into account; energy consuming turrets in particular can have a special modifier that makes the energy consumption extremely high while giving the turret a large damage bonus.
Turret tracking speed, or how quickly it turns, is proportional to its size and slot cost. Bigger turrets are slower, smaller turrets are quicker.
As you play the game, the patterns of how these modifiers appear together will become more obvious, but as mentioned before, with most games involving RNG-based equipment, you can get fantastic items of low rarity, and “bad” items of high rarity.
Something that is probably the most important thing with turrets is the Tech level. This level attribute is defined on a turret when the item is generated by the game, and it depends on the distance of the sector to the core. Items around the starting area normally have a tech level of about 6, and around the core, of about 50.
Despite the RNG factor, very good turrets can be reliably acquired from the game’s last boss, which will generally give a lot of items; but one of the pre-cursor major bosses, The Four, will also drop items that are more “defined” in addition to the random stuff.
One last, but important, thing to note about turrets, is that they have a Material attribute; this attribute does not directly relate to the damage of a turret, that I’ve noticed, but what it means is that, for example; an Ogonite turret cannot be placed on any block that isn’t made of Ogonite or Avorion.
By the way, turrets can be bought at equipment docks, and of course looted from enemy crafts, but they can also be built at Turret Factories. Turret Factory built turrets can be expensive to make, and some of the materials are dangerous goods, so you may need a licence, in some cases (such as to build a rocket turret).
This section needs some images and perhaps an index of all the weapon types, but I’ll add that later.
About Torpedoes; they come in a few different types, but the ones you should be on the look-out for are the Tandem, Kinetic and Anti-Matter, as these can all be dangerous if you’re not careful, due to their ability to penetrate shields or deal a very high amount of damage overall, compared to the other types. There is also an EMP torpedo that can temporarily completely disable shields!
Torpedo capacity is dependent solely on the amount of Torpedo Storage blocks you’ve added to your craft. As mentioned before, torpedoes can have different sizes, which will take up more or less space. Currently, torpedoes can only be purchased at Equipment Docks, and cannot be acquired in any other way.
This section is moving to a new guide. Link will be here and at the Avorion home when it gets posted.
The Galaxy (and sectors)
The Avorion galaxy is a big, randomly generated, space. There are a total of 1,000,000 sectors in any galaxy – a large portion of these will be empty, but that’s still a lot of sectors that do have something. But fortunately, you can “Switch to” any sector where you have a craft, or your Home and Reconstruction sectors.
The distance to the core is a very relevant factor at all times; it influences what ore is dominant in a sector or region, how strong factions are, how strong your craft is expected to be and how strong the Xsotan that appear are – and as I mentioned before, this distance determines the level of turrets and turret factories, too.
Certain bosses only appear within a certain radial distance of the core – bosses must be eliminated for the keys they hold, if you want to access the core. Unless you’re in multiplayer, you won’t be able to get Avorion otherwise. The Barrier that exists around the core extends a 150 sector radius from the center and the entry points can be found on the outside around this distance, where you will need the [8 keys].
NPC factions usually have at least one or two enemy factions, besides pirates, and depending on the factions personality, killing an opposing faction ship can be a good way to get reputation, if there are some witnesses from the faction you want to get into good graces with. Sometimes there will be a faction war event where picking a side, by shooting the faction you want enemy, will make a big adjustment to your reputation to both. Trading with factions does give reputation, but you’ll need to do a lot of trading for getting any good worth of reputation…
Initially, if you want to make a station, you’ll have to use an NPC faction shipyard (or another players shipyard) to be able to have a “Station Founder” craft. But there are some large resourceless asteroids in asteroid-dense sectors that can be claimed, and these claimed asteroids can either be sold to local factions for rep and credits or can be used to found certain mines.
About factories; The whole factory system is very similar to that of the X series (X1, X2, X3, etc) and involves long production chains – if you build factories near an NPC empire, they will attract NPC ships and trade with them (if you allow it), even if they are hostile or unfriendly. This will happen even when you aren’t in the sector with your factories, though you won’t get any notification of cash in or out. As a player, you can build mostly any factory or station that the NPC factions have – you can’t build a headquarters (not yet implemented according to code), and some mines (diamond at least) seem to be missing in player construction.
Factories and stations are a mid to late-game thing. They have a high initial cost, but if you have a few mines near NPC territory, they can pay themselves off over time, and later you can use them as a source of material for your own more complex production lines. Most of the economic system for the factories is based around turret building, as a lot of the end products are ones you require for building turrets at turret factories.
Wormholes are something that can appear as a Hidden Mass Signature, or yellow blips, which are the type of sectors that the Deep Radar scans for. They often go a fair distance further into the galaxy, but many times they also go to a completely opposite side of the galaxy. You may find wormholes in faction sectors, but it is rare. Also rare, but there may even be more than a single wormhole in a sector. I’ve only seen this once.