INFO & FEEDBACK [Alpha 11] CPU Points and Tiers - How does it work?

Discussion in 'FAQ & Feedback' started by Hummel-o-War, Oct 26, 2019.

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Did you understand the EXPLANATION on how the CPU and CPU Tier system works?

  1. Got it!

    46.2%
  2. Not really

    17.3%
  3. Do not care / do not see why we need CPU

    36.5%
  1. MonsterIce

    MonsterIce Ensign

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    Does anyone else think it would be better to simply upgrade your core instead of adding extenders?

    Seems a much simpler way, and more user friendly.

    I also think there should be more tiers, with just one set of components to upgrade to Tyne next tier.
     
    #1041
  2. Minelaus

    Minelaus Captain

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    i don't dislike a CPU system but i think that the whole CPU system goes in the complete opposite way what the players want , instead of limiting smaller ships to get be over-equiped it limit big ships to even function proberly .

    Instead of the Tier Classes they should simply raise the CPU-limit with eatch Extender-Block so that realy huge ships can reach a realy high CPU-limit .
     
    #1042
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  3. Germanicus

    Germanicus Rear Admiral

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    Yes, it is a C P U - a Central Processing Unit. For What? A single Laptop? A single PC?:eek:

    If only SIZE is here a question than WTH is THAT for ->:eek::eek:
    https://upload.wikimedia.org/wikipedia/commons/d/d3/IBM_Blue_Gene_P_supercomputer.jpg

    That is also a CPU but for something a bit more Complex, yes?

    The current Size of a Core AND its Extension is rather small to what we have now in the 21st Century.
    Take the Central Processing Units of, lets say, a NIMITZ-Class Carrier. It fills some Rooms!

    And now look at our Constructions: in terms of size we DWARF the NIMITZ sometimes and several times.
    Do a swift I-Net search by typing into the search field: Computer/Server Center
    Look at the pictures you find and tell me our Core/CPU-Extension-Size is far too large;)
     
    #1043
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  4. paxxo1985

    paxxo1985 Commander

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    More i read this forum more i think the game is made on decisions based on sentences of forum crawlers.
    Having more posts doesnt make you right.
    If new people is inscribing to forums to complain means that there is really something huge to complain.
    Generally none come to forum if all is alright or still work.
    boom
     
    #1044
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  5. Germanicus

    Germanicus Rear Admiral

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    If non would come to a forum of a game that is still in Development even if "all is alright"- THAT would state the something is not right!;)
     
    #1045
  6. sillyrobot

    sillyrobot Captain

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    I've tried approaches like that in the past. Here's how they work for me:

    1. Look at building homing missiles. Realize they require rare resources not yet found else I wouldn't still need to raid.
    2. Scout the POI with a fast SV equipped with missiles.
      1. Pick off defenses on the side I want to enter.
      2. Take too much fire, retreat, repair.
      3. Return only to lose the front of the craft because I missed a spot.
      4. Respawn at home base. Grab a backup SV and complete the job.
    3. Blow the door/window/wall open where I plan to enter.
    4. Neutralize any ground forces in the area.
      1. Take fire from turret I hadn't considered clearing because they aren't on this side, but I wandered into a hole they can shoot through.
    5. Send drone through breach to scout enemy positions/lure them away from breach.
      1. Open door and step out. Get hit by something I missed in my sweep.
      2. Scramble to get back inside before I'm killed.
      3. Clear the area again.
      4. Step out. Send out drone through breach. Drunkenly bounce off walls and ground until I can get the darn thing through the hole. It dies immediately.
    6. Enter on foot.
      1. Get shot. A lot. Try to stay behind cover applying bandages until I can creep out to only get shot by one enemy and try to win a battle of attrition.
      2. Apply more bandages.
      3. Every now and again, respawn at cloning chamber and return to last forward position.
    7. Shotgun enemies to death, take out any visible spawners.
    8. Get jumped from behind by something from an invisible spawner. Die, and work my way back from the cloning chamber. Good thing I bought one!
    9. Sweep and clear each floor until I find the core.
    10. Neutralize Core.
    11. Go home and trade SV for scavenging HV.
    12. Loot base. Scavenge first SV parts.
    13. Return and rebuild missing portions of second SV.
     
    #1046
    Last edited: Nov 30, 2019
  7. sillyrobot

    sillyrobot Captain

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    Actually, that the size of the casing. The actual chip would fit on your thumbnail. The casing needs to be bigger to handle all the connection points and help act as a heat dissipater.
     
    #1047
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  8. SilvRav

    SilvRav Moderator

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    Off topic posts removed... Keep it to topic please and be nice
     
    #1048
  9. Israel

    Israel Commander

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    You removed my post that was on topic. So here it is again:
    The screen you posted was from an IBM Blue Gene computer which was designed for an entirely different propose like processing massive amounts of date for research and storing massive amounts of data. The IBM computer they designed for Aircraft is much much smaller and much different; its called the IBM System/4 Pi.

    The computer used by the Capital Ship sized Space Shuttle from NASA is about less then a quarter of the size of a Capital Vessel Empyrion block and weighs about 64 pounds which is less then three times my own weight which means i could carry this thing with my bare hands. Also, that computer is more accurately about the same size of a Small Vessel's Empyrion Core.

    IBM System/4 Pi info here: https://en.wikipedia.org/wiki/IBM_System/4_Pi#AP-101
    [​IMG]


    IBM Blue Gene info here: https://en.wikipedia.org/wiki/IBM_Blue_Gene
    [​IMG]
     
    #1049
    Last edited: Dec 1, 2019
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  10. Kassonnade

    Kassonnade Rear Admiral

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    @SilvRav : I lost 1 like because you removed mine too !

    Reading (more like surfing) last pages gave me food for thought.

    Specialization : seems more like an excuse or afterthought if we consider that hull blocks require CPU, and in fact "specialization" ends when higher tiers allow to make efficient Jack-of-all-trades. Roleplaying is excluded from PvP and singleplayer, unless under specific scenarios.

    To be able to evaluate if a ship encounters its design objectives we have to measure it against what the game throws at it. And since the game leaves ample room for different playstyles, it becomes very difficult to try to find a common definition or understanding of "specialization" without falling into the personal playstyles and preferences, and even into personal "sci-fi" references.

    Seeing how anything "big" is definitely on the "penalized" side of the CPU system reinforces what I though from the beginning : CPU is (another) metric to discourage big builds because they have the biggest impact on server performances. Of course we can understand that in a "roleplaying" context, "motherships" are the exception and not the rule, but every player wants his big CV, and CPU seems to railroad free roamers into joining a faction out of which roleplaying is not really an option. A lone player can't afford to build 5 ships and operate them one at a time if the game expects "groups" to be the norm.

    I think ideally all CPU values for the default vanilla game could be made so insignificant as to not impact ships or design choices for singleplayer or even on private servers unless a ship is close to the limits. But they could be left there still to allow players to keep them in mind, and maybe something else could be made "in addition" to CPU for those who wish to join an official server. Multiplayer already has dedicated devices (and rules) that are useless in singleplayer or non-PvP multiplayer (offline protection, land claim device, anti-grief zones) so maybe CPU could also have a specific "Specialty core" as requirement in a build in order for it to be allowed on a given server, without requiring adjusting all CPU valuse across the board. This "device" could simply be a simple modifier to the hardcoded limits.

    What is the most frustrating for me in this CPU thing is the realization that we will never be able to use the full building grid, and I already found the "biggest bases and ships" to be pretty small compared to sci-fi standards. I always kept a little hope that Eleon might still be looking for ways to extend the limits, either by some block merging or scaling, or trade-offs between different dimensions or any other wise solution that could be found. For me, CPU is not a "game" limit : it is Eleon's limit, in various aspects, and a big disenchantment for me.

    I tend to think that if there are so many "big CVs" in the workshop it's because they are relatively easy and "fast" to make, especially with all the new tools we got in Creative. A 400m "ship" in Empyrion is usually a 1-dimension "cigar", small in height and width, like a contemporary navy ship. If we could have built 2 km ships, much taller and wider, not a lot of players would have found the time and dedication to fill that space with good taste and originality, and surely lots of smaller builds would have found "specialization" on their own, being no match for genuine "space behemoths".

    Huge ships like that would also fit naturally in a "not able to go on a planet" setup and no one would find this irrational. And there's already the "Structural Integrity" in the game that could have been done properly to limit size of structures relative to their "torque", but now it's only another piece of code in the pile that doesn't achieve what it was designed for. It could have been the "soft limit" with mass/ volume to force players to "think how they build" and ensure that design would not be only a question of device limits but mostly one of structure for a function. Want to build big ? Past a point, can't even think of going on a planet. Medium build ? Maybe yes, maybe no, depends on the hull's strength (++mass) and thrust, and acceleration (linear and angular) could break a ship on the maiden flight for insane builds.

    But even with 400-meters max size, we're still on the very small end of the sci-fi "mothership"scale, so no surprise why so many "HUUUUUGE" small CVs flooded the workshop.

    I'm sure many have seen this image, but it's just for comparison purpose:

    https://gizmodo.com/the-biggest-comparison-of-sci-fi-spaceships-ever-is-com-1635765447

    In this image, all these "small ships" that fill the space between the big monsters are at least 2x as big as Empyrion's "biggest CVs". And now with CPU the 400 m CVs would be an absolute exception! We'll never get the feeling of awe flying at close range of a myriad little windows, nooks and crannies of a monstrous ship for more than the 1 or 2 seconds it lasts in Empyrion with the biggest structures. In fact, the "Monsters of Empyrion" wouldn't be able to shoot at us anyways at max grid size given the penalties. This is what I feel is the loss here with CPU and its "balancing & specialization" pretenses. When I mentioned repeatedly that I was not impressed or moved by all the workshop drama, it's because I - and surely others - had much different "sci-fi dreams" than a 200 block limit, now with even less possibilities of filling all that (small) space.
     
    #1050
    Last edited: Dec 1, 2019
  11. Minelaus

    Minelaus Captain

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    For me the actual cpu system is the worst type of crap , it's just another limitation for larger ship's and a way to force the player in a specific gameplay to stretch the content .
     
    #1051
  12. thedevilfrog

    thedevilfrog Ensign

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    Imagine you just bought the game and you love star trek and star wars, love sci-fi ships full stop. You see the Workshop full of 1000s, thousands of blueprints and think yipee ! my sci-fi ships dreams have come true ( happened to me). You download say 20 ships ( i do it all the time).

    And none of them work.

    It's a big feck you to 100s of builders and very much not conducive to attracting new players. The workshop and it's plethora of ships is a big big plus to this game, and it's been shat on.
     
    #1052
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  13. ravien_ff

    ravien_ff Rear Admiral

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    The CPU system is disabled by default for new players, so all those ships will still be usable. But yes, outdated designs will become outdated.
     
    #1053
  14. thedevilfrog

    thedevilfrog Ensign

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    oh..i thought the cpu enable/disable button has been removed, i certainly cannot find it now ! is it a console command ?
     
    #1054
  15. Germanicus

    Germanicus Rear Admiral

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    no just below the switch for Volume and Weight
     
    #1055
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  16. Germanicus

    Germanicus Rear Admiral

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    Would you please specify the term "larger Ship" to me? What is larger for for you? size class 20 or above?
     
    #1056
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  17. thedevilfrog

    thedevilfrog Ensign

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    ah gotcha. I was thinking more in the lines of take 20 ships then look at them in creative, and in that case it's on with no means to turn off. At least new players can see how the game was played :/
     
    #1057
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  18. thedevilfrog

    thedevilfrog Ensign

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    right now, that's anything class 2 or over .
     
    #1058
  19. Minelaus

    Minelaus Captain

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    if ther was no changes in sc sinze A10.0 , i got even problems to get some sice class 4 (edit : designed as a starter ship but still needet T3 Cpu) ships to run properly (SV) , larger is for me sc 10 - 15 (CV).
     
    #1059
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  20. Bob [OG]

    Bob [OG] Commander

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    join a server and turn off this feature. got it...

    make 2 sets of blueprints for with and without. got it...

    wait...
     
    #1060
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