True.. What's on my wish list is more AI controlled CV warships in space that use maybe the same AI reaction program as the NPC patrols on the planet like Zirax or some of the predator animals. Having a AI controlled Zirax warship patrol space and actually stalk you while you're flying around trying to mine. Maybe a fleet of SVs start following you like the Zirax patrol does on the planet. It would make space way more entertaining than it is now.
hahaha. Good point. but I will say after the last patch everything is way better than it was. CVs are back to a decent turn rate and my fighter jet SVs using the new flight model is back to flying like a real fighter jet. I'm pretty ok with it now but I don't know if I will ever use it . I think using Weight and Volume is as far as I will go with this.
I just wish they would raise the minimum HP cutoff so most deco and plastic blocks fall off the darn calculations!
I still don't understand why Hull blocks or deco takes processing power? A CPU would not care about Hull blocks or deco. It sounds like a PVP balancing thing but why not make that part of fuel consumption ?
i think who cpu can be a valid ed intressing adding to the game. Also volume and weight.... I means the make the game more comoplex but still funny, an add more challenge to the ships design. But don`t destroy the shape of a ship, and doens`t make our life so hard. What i think? Put on the game both of them.....cpu and volume system. We can deal with them. Fly dynamic? no really. Just trow them on the bin and even forghet about it....they just don`t work. I mean, they work....if you want to destroy warewere think you have built till now, they work pretty well. My opinion.
Every block needs CPU as every block transfers logistic information among the ship. You do not need to run wires, conveyors, etc. If we want CPU removed from those blocks, then we are back to wiring our devices or at least having another variant where we have to have at last 1 block chain that is "wired" connect to everything in the ship. --izz
I'd take that trade off in a heartbeat. My designs have a lot more "dead" surface/wall/floor than "active transport" would require. And that doesn't explain why an "active" combat steel block costs so much more than an "active" steel block which is still a lot more than an "active" carbon composite block. The surcharge should be pretty indifferent about what the block is made of, no?
If it's just a matter of supporting a conveyor system, then why does armor cost more CPU than carbon composite (particularly given that these blocks are mostly empty space)? And why do deco objects require CPU (which, by their name, indicate that they are non-functional and for decoration only)? EDIT: As I've noted before, another way to handle the cost of logistics is to charge CPU (temporarily) and energy when transferring items between containers/consumers. If the charges scale with distance and mass transferred, then it will be desirable to locate containers close to consumers. Transfer rate limits as a function of distance could be imposed as well to tighten things up even more. But simply charging a flat amount of CPU for each and every block doesn't capture anything about the behavior of the logistics system.
Flawed reasoning to support an inherently flawed new mechanic, is still bad game design. My potted plant is dragging my cpu down. In what future is this?!
And... anyway, I thought everything was wirelessly transmitted around a ship / base Thus, the wireless transmitters, and the 'detached base design' we can do. There is no need for a physical chain of blocks of any kind to get anything to anywhere. So why do blocks matter to the cpu!
I always interpreted it as more of a logistics controller rather than actually teleporting material around (because the energy costs for that would be enormous). For disconnected bases, one could imagine underground connections that aren't shown for performance reasons.
For the growlight, 5 kW makes sense. And, actually, 1 kW for CV/BA lights also does make sense (assuming near maximum brightness). What doesn't make sense is 1 kW for SV/HV lights. Honestly, I think lighting should be handled as a lumped model that should depend on the number of active lights and how bright they are. So if you have 20 CV/BA lights that are set to maximum brightness and range, then maybe that's 40 kW total. If half of them are off and the remaining ones are set to minimum brightness and range, then more like 1 kW (100 W each) for the whole system would be more appropriate.
I'm not sure what tech level Empyrion is running at, but 5kW is enough to power a handheld industrial cutting laser in real life, and that was back in 2013, 6 years ago. Imagine something like that as a weapon ingame, implemented realistically.
10 kW per 36 m^2 is the average power in the red and blue parts of the visible spectrum which plants can make use of; the growlight provides just half of that.
The future where the NSA wins. Deco & hull blocks cost CPU because they're installed with cameras that spy on you 24/7. Heavier hull blocks cost more CPU because they require more advanced cameras to penetrate the denser materials. We're all aware that there's not logic behind hull & deco blocks costing CPU, but when you give the hegemony a decade or two to settle, new generations won't question it. Obviously, hull blocks don't need to cost CPU; you could easily install them without the cameras. But then you'd be put on a no-fly list for being a suspected terrorist, & with the control chips planted in the rest of your on-board devices (did you really think thrusters were that computer-intensive?), they can enforce that rule. Why does the NSA need to do this? Well, strictly speaking, it doesn't need to. But they can't request a bigger budget next year unless they use up all of this year's budget, & figuring out how to spend $21 trillion annually requires some work.
I can clearly see here why it isn't working right. Eleon uses real life values and measures so every smart a$$ comes in and calculates everything to death, showing what's wrong and what is not working correctly. Would be easier for Eleon to have their own universe with on meassures. Speed is calculated in Bangs, weight in Blobs, and engery in Pops. So instead of having those people complain "buuuuh, only 50m/s max speed" you would have most people say "my ship is going so fast, 24,345 bangs! Yay". Only people complaining would be those physics and math junkies because they can't control the calculations to point with their fingers at Eleon "you failed!". :-D Seems like to keep your calculations to your self lets you work in peace without any interfearance from players knowing everything better. I think CIG did a smart move to calculate the freight in Standart freight units. ;-)