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  • Broken Base:
    • Koonschi added a (moddable/removable) evolving ship limit of roughly three ships per material (not counting stations). Most players weren't affected a lot by the change, but builders of huge fleets weren't happy.
    • Also, when Koonschi stated that solar panels were a "early-game block" and won't have its energy generation increased with material unlike generators. Solar Sail lovers sure were miffed out, especially as the hyperspace core energy usage increased dramatically soon after... and then the Solar Panel Block had its health values reduced to (more or less than) one-eighth of a similar hull block, forcing solar sail builders to actually cover their sails to avoid getting them blown up.
    • Another broken base point was the decision to make common pirate factions permanently at war with the players, making pirate playthroughs impossible.
  • Slow-Paced Beginning: Like a lot of sandbox games, Avorion is slow paced at the beginning where credits are a severe limitation on what ship player can make, but then the player starts finding new ways of making credits (and resources) and it gets easier that way too.
  • That One Boss: The Mobile Energy Lab. Its overcharged lightning guns do fixed damage of 3 million hp per shot, one-shotting your usual solo player ship. Unless the player reads the Avorion Discord Server or interacts with the M.A.D. Science Satellites they're supposed to kill to read logs about how to be entirely immune to their damage, they're probably going to meet a very abrupt, lightning-fast end.

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