SBD Ships will keep spawning as long as the POI they're defending exists This is the big problem, any POI should only spawn a set number of CVs and they all should have the same timer after decored preferably +10 min There is no reason why PVs, OPVs and SBD Ships should have different behaviors
Do you mean... they use CHEATS !? I would prefer the timer be set to 9,06 minutes, honestly. Because... they're different ?
I am repeating this question because I have a serious concern. The answer will determine if the concern is real, and I do not want to clutter this thread if the point is moot. What happens to the vessel if I do not disable the vessel I just run away.
Strictly speaking, they operate in different environments and contexts. Why not ask @Kaeser why he thinks they should all behave following the same rules ?
because I fundamentally agree with him. now if each ship type were represented by a different model voxel or solid and could be identifiable so the differences in behavior were tied to something I could identify, I would reconsider. It is my opinion that anything I spend time and resources on to kill/disable I should be able to loot/salvage.
Maybe he has other reasons than yours so I ask anyway. First thing that comes to my mind is that many CV weapons don't work on planets, so opponents can be adjusted accordingly. Not saying it's the case or eveything is setup logically, but ships do exist in contexts. Ships defending bases follow a different scenario than the ones following a path for "patrol. Here again, different context. That I don't care about, we can all mod the game to our liking.
No cheat, simple logic, there is no reason for backup to loop indefinitely, makes no sense in any context otherwise Zirax would have long conquered all planets in the galaxy if their forces were infinite As for the ships, what environment they operate makes no difference since they are all CVs and specially because the underlying problem we have and are trying to solve is performance Simple solution to all of them is to have a timer, one we can change so every player can adapt it to their system and game style and mode, MP or SP and specially one that would not leave players wondering what is this?... a SBD an OPV a Freighter?......
Freighters should definitely have a very distinctive design, and the most logical to have a longer timer, IMO.
Even simpler solution would be to write a few lines of code that specified a random number of SBDs to send between X and Y . . . whatever integers are deemed appropriate. Then, set ALL despawning items in the game to 6 hours. See how performance goes. Drop it to 5 if necessary, then 4, then 3, ah there we go the sweet spot 2.25 hours . . . rapidly despawning loot = horrible un-immersive game play experience.
That ability to identify thing is why i suggested elsewhere in the forum that it may help if the Vessels affected by those systems could have some kind of initials amended to their name. However I am not sure of the complexity of the coding involved, ideally a 3 Character Indicator could be apended when the vessel is created by the same function that creates that instance of the vessel. However if its more complicated, such as needing to duplicate the entire vessel asset i can certainly understand why that might not be good. Would something like a 3 Character Indicator in the name help with the frustration?
Every single drop in the game should linger at least 5 to 50 times longer than it currently does if I'm approaching it strictly from a user experience standpoint and with the concepts of Survival Action game in mind (as opposed to arcade action game, which is how the 2 or 3 minute despawns on common drops makes the game "feel" to the end-user).
How about a different colour and the acronym for the force they are part of. i would rather each force had a distinct ship but some form of identification would do
I suspect that color changes are much more complicated to do on the fly then adding the Acronym for their force into the name but i suppose it may be comparable if your talking about just changing the Color of the Name Displayed and not the actual ship. Edit: Reminder/Disclaimer I am not part of the development team and have not seen the Game Design Documentation so I am not sure how difficult my suggestion would actually be to implement. However I have worked with Unity(a little) and am basing the possibility of and potential methodology for doing so on that experience.
Ships should unload based on dsl, if the players not around the ship doesn't need to be there anymore. I thought that was the point in thin spawn plates was to not have stuff appearing in front of the player to maintain immersion. With ships its sortof the same idea.
I'd like to bring up a couple points that don't seem to be getting enough attention on this topic. First, the new player perspective. It feels like many of the veteran users of this forum and even some of the developers have forgotten or neglected to consider the new player experience and how mechanics like the one being discussed here will be confusing or even discouraging for not just new players, but anyone who doesn't read the forums to understand these behind the scenes rules. If you're a new player and you kill a spider, a zirax troop, or a drone, you have plenty of time to reach that entity and loot it. You are taught this by the game over repetition of the task. If you capture a POI, you can take all the time you like to core it, loot it, salvage it. If you go into space and beat a difficult space POI, you can do the same. Things change though when you defeat enemy vessels. The only one that makes sense is freighters. Defeat a freighter and a timer starts, you have a chance to loot it, salvage it a bit, then it explodes. You get your prize and the playfield is cleaned of the wreckage. It's different from normal POIs but it's close enough to make sense. Things stop making sense with PPVs and OPVs. Kill a planetary vessel and instead of a self destruct you get an immersion breaking message saying it will respawn. You get an unknown amount of time instead of a self destruct countdown, then the ship just disappears into the air. OPVs just instantly destroy all of their devices and then despawn in seconds, leaving you asking "What's the point?" These cases break the established in game rules and they make no sense from a logical/immersion standpoint either. Look at it this way: You take the time to kill a spider: You can loot it. You take the time to kill a zirax: You can loot it. You take the time to kill a drone: You can loot it. You take the time to kill a troop transport: You can loot it. You take the time to kill a POI: You can loot it + salvage it. You take the time to kill a freighter: You can loot it + salvage it (until it explodes). You take the time to kill a OPV: You get NOTHING. One of these is not like the other and doesn't follow the established rules of the game. It so jarring that it's reported as a bug, rightfully so. The other major point I wanted to bring up is the idea that something would be hard coded (the vessel self destructs) and not allowed to be changed in order to 'protect' the players from themselves essentially by not letting us accidentally flood the playfield with wreckages. If I'm a server operator, I can already ruin the quality of the game in any of 100 different ways. You not giving me access to this 1 setting isn't going to change that, it's only going to take control away from me and not let me host the game I'd like to host.
You're a pest. Hahahaaaa. No, but seriously, there's not one way to see this, as blowing up a spider should only yield spider chunks, and blowing up a ship could as well be the same. Players have been brainswashed through years into believing things should be salvageable to the core, we're lucky the devs don't simply decide to just make POIs and ships blow up and kill players if they're too close.
let me fix that for you "The developers are lucky the devs don't simply decide to just make POIs and ships blow up and kill players if they're too close." because no one would play that game
Well players make hideously intricate POIs with vicious hidden traps and the game still lives. For the amount of content that objectively needs fixing and balancing, nobody should have been playing that game for years, if I was to believe you.
but I can not blow up a spider I can only kill it even if I overkill it with a 6 rocket volley from my SV it is just dead and I can loot it. The same goes for ships It is extremely difficult to blow it up. (doable in-game with enough ammo and time but not practical) I can blow part of it up and eventually disable it. And then loot/salvage what is left. Lots of people mention that militaries have destroyed or scuttled equipment and this is true but none that I know of have managed to completely vaporize the entirety of there equipment. What is left may not be able to be picked up and immediately used by the enemy but given enough time and it will be looted and salvaged. If you need an iron pipe you will eventually find one especially if all you need it for is to beat the nincompoop that failed to deactivate the detonation charges.