1. Avorion
  2. News
  3. Update 2.0 Newsflash - Player Profile & Hyperspace-Travel Rework

Update 2.0 Newsflash - Player Profile & Hyperspace-Travel Rework

[h2]Player Profile[/h2]



Some things you achieve in Avorion are just too good not to be appreciated. Have you maybe defeated a certain boss or founded a mine on an asteroid? Or maybe you’re a new player feeling a little lost in the vastness of space and don’t know where exactly to start? This is why we’re introducing the new player profile, which will show you some things you should definitely try, and will remember the milestones you have reached, to give both new players and veterans inspiration for new goals. This means that, should you ever feel like you don’t know what to do next, you can look here for ideas for new challenges. Or if you’re feeling like taking a look back on your journey, this is where you can.

[h2]Hyperspace-Travel Improvements[/h2]

[previewyoutube][/previewyoutube]
We want Hyperspace Travel to feel better and be less boring for mid & late-game ships. We want it to feel more like a journey and less like a “teleport-here”. To do this, we’re 1. massively reducing hyperspace cooldown time, 2. reducing hyperspace jump range gains from hyperspace cores and upgrades (don’t worry, overall travel times will be a lot shorter, even with reduced jump range!).

To get things started, it will be easier to travel to sectors that are further away than your jump range. You will be able to select any (non-rift) sector and your ship will automatically calculate a straight route of sectors to the destination. When arriving in an intermediate sector, you will be able to simply continue the journey without having to reopen the map to select new jump coordinates.

We also want to avoid people getting stranded in a new sector with no energy. New players especially fall into this frustrating trap. That’s why we’re reducing the total amount of energy required for a jump, and instead of cooling the hyperspace drive after the jump, the energy will now be required to charge up the hyperspace drive to jump. To perform the jump, you’ll now have to boost towards the blue jump marker. Your ship will then charge up its hyperdrive and start to glow. We added some nice visuals and SFX so you can really get a feel of the immense forces required to move a solid, heavy ship through hyperspace!

So jumping will require less energy in total now, and instead need a big spike of energy over a very short period of time. That’s why we also greatly improved battery blocks (since you might need them ;) ), giving these underappreciated blocks some more value. Finally, to make travel feel more fluent with bigger ships, you will be able to speed up hyperspace cooldown even more by prematurely boosting towards the jump point. This is meant as a high-end luxury though and will consume lots of energy.