The problem's not with the warp drive; which is vital for long-distance cargo transport. It's the unnecessary shield generator which is for heavy combat. No dedicated cargo ship should need a shield generator as a cargo ship should never see combat, that's why it's a cargo ship.
What my Brain misses to grasp.... Q: Do ALL the blocks and devices cost CPU? A: No. Blocks with for example less or equal to 10 HP will not cost CPU Why does BLOCKS count against max CPU anyway? As an example: I took over a Derelict Base and the listing in the CPU-CP section showed a crap load of damaged Blocks, some railings and such. My initial thought of CPU was that it will take into account ALL types of Devices but not Hull/Wall Blocks. What do I miss? Will those numbers drop when those blocks get repaired/replaced with full Health Blocks? Because I don't see in the list all those undamaged Concrete Blocks or my placed Steel Blocks.
Like I wrote a few minutes ago in another thread : CV Steel = 12, CV hardened steel = 25, CV combat steel = 50 CPU per block. These CPU values are not in the config.ecf file, so we can't change / adjust them. 8000 blocks / hardened steel = 200 000 CPU, the Tier 1 cap. That is roughly a 15 x 10 x 50 empty CV shell, no devices.
Right because POI and space drones do not shoot you if you are in a cargo ship. And of course, cargo is never needed in a combat zone.
The "Armed Merchantman of the East India Company" Springs to my mind. Not to mention the Liberty Ships...
I'm in complete agreement here, especially with the current CPU cost of many devices. An HV fuel tank costs 150cpu, whereas a hover engine cost 50. Makes no sense. Another thing that makes no sense: 720cpu for manual fire gatling gun, while an auto-targetting minigun turret only costs 300. A manual target, manual fire weapon should use next to no CPU, where an autotargetting, autofiring turret would be completely reliant on CPU to function. Beyond "believable" considerations, the in game implication is that you are punished for using weapons that require a moderate amount of skill (the ability to aim-something many HV pilots dont even bother with).
The question of how to protect a mass hauler points out perfectly the need to redo Shields into more granular elements. A cargo ship should be able to mount a high HP shield with very low recharge rate. Basically a bullet sponge. Combined with very low 'armor' & good speed you'd have a 'blockade runner' where minimizing exposure to fire is critical to survival, but is doable. Compared to a heavily shielded combat ship, which may not be as fast, where recharge rate would be more telling since it will be taking fire for extended periods. EVE Online does these metas the best of any game I've played. All the specialized roles, and variations like Armor vs. Shields, offensive firepower vs. defense. Very deep, well beyond EGS, but the basics have been hammered out over millions of played hours, worth emulating imo.
So, this system has rendered 1,000's of builds untenable and restricted creativity in a way you've never done before. The numbers need to be tweaked a lot, but I'm not looking forward to watching dozens of authors walk away from this game and stop producing things on the workshop. Also, CPU on "Hull" Blocks just makes no sense what so ever. Only devices should have a CPU cost.
Of course they don't. Because only a complete idiot would fly a cargo vessel at a hostile POI. Just as you don't bring cargo in a combat zone, you take it out of a cleared combat zone after the fighters have cleared it. You want your fighter and cargo vessel to be the same thing. There's more to specialization that sticking the name "cargo" or "combat" on a ship and calling it done. Yes, there are a lot of values that need adjusting. No, that doesn't mean you should be able to stick everything, especially a shield generator, on every ship. Adapt your building style: Stop building in full armor. Stop using excessive thrusters. Stop trying to cram every gun onto a single ship. Oh, and play with CPU then give feedback. Don't give feedback without playing with it.
"you do not have enough CPU to place block" & sure enough, couldn't place any blocks. Well that's gonna run people off right quick. (Edit: this was in Survival) I was -attempting- to test further and give some rational feedback on CPU numbers, so I'd spawned in an HV I expected would be over CPU. It was at 55,386 CPU. Added 4 each T4 CPU Extenders to reach 40,000. Removed some RCS to get a feel for turning, CPU still over 50k but decided I needed to put some back & look at other things, then got that message... Seriously? I do hope you'll change it from a "Can NOT" to, at worst, a "btw...". In the mean time I won't be testing further. Not angry, simply amazed.
That's weird. There shouldn't be a message like that at all. The system is designed for you to be able to go over the limit.
Power Draw for the CPU Extenders is way, way too high for me. Hovering Idle for my largish HV went from 280 minutes to 38 when I added 4ea T4 CPU Extenders. Extenders make a Shields idle draw look like an LED. Like I said in the Thruster Rebalance thread; use the darn thrusters if you want to chew up promethium. at perfect conversion 1 Newton = 1 Watt. This HV has multiple MegaNewtons of thrust so should burn MegaWatts of juice when accelerating. Yet adding some compute burns more fuel overall. Makes my brain hurt.
They are talking about CPU extenders, not cargo extenders. The CPU extenders have way too high a power draw and too high a CPU cost themselves.
Oh my bad!! thats what you get when you just wake up, and had no coffee... For the CPU Extenders count the same as for the whole CPU System. Numbers arnt final