Why does all this seem overly complicated?

Discussion in 'FAQ & Feedback' started by Christianholmes, Nov 27, 2019.

  1. Christianholmes

    Christianholmes Captain

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    It seems to me like the weight restrictions and new cpu system have just caused massive confusion. People bitched for years about not want space engineers complexity... how is this better? Not only is it not, it's just unnecessarily confusing.

    Why not just make everything have mass and physics implications? These changes should be logical. For example "Oh, I added another cargo pod and now I can barely lift off when loaded. Better add another thruster, now I'm burning through fuel. Might be smart to remove the mining laser to free up so weight and make this a dedicated cargo ship".

    Does that make more sense than "I NEED TO A CPU TIER EXTENDER BECAUSE REASONS"?

    I don't really like these changes. They arbitrary ways to solve problems that should solve themselves.

    And when the hell are we going to get some way to detect ore asteroids in space? I have cheating now, but aimlessly flying around hoping you find one is just not fun.
     
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  2. stanley bourdon

    stanley bourdon Captain

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    Why does all this seem overly complicated?

    Because it is.
     
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  3. idx64

    idx64 Lieutenant

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    At least SE commands and logic are used to create a more realistic look. EGS is not realistic and they put conditions so that the program does not generate more conflicts, the more progress more conflicts, worse performance and more limitations. Ultimately EGS will end up being an Osiris New Dawn, where they give you everything predesigned and soon you will not be able to create neither the ships, nor the base.-
     
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  4. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    Thats not very likely. :D
    Osiris also had some interesting ideas tbh.
     
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  5. Average

    Average Commander

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    I think the solution to this is to allow more freedom for server managers to customize the game to suit different focuses and desires for complexity.

    I personally really like mass and volume - I get really bored with non-PvP activities if it isn't switched on. CPU is still new, so I'm hoping they are tweaking that to be more intuitive.
     
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  6. Germanicus

    Germanicus Rear Admiral

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    I am fascinated by all this Prophecies and predictions...;):D
     
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  7. geostar1024

    geostar1024 Rear Admiral

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    Agreed. The CPU system is, in large part, running into the problem that mass/volume/thrust/power values are not anywhere close to being balanced, so it's not surprising that layering the CPU system (regardless of its implementation) on top of that lack of balance is yielding nonsense. You're completely right that a lot of the balancing that needs doing can and should happen without needing to involve the CPU system. The CPU system is only needed for subsystems where power and mass limits are not enough to effect the required balance, which mostly boils down to weapons, shields, and sensors (and, to some extent, thrusters); it's a second-order balancing system that should not attempt to supplant proper device stats (which is what it's doing right now).
     
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  8. Average

    Average Commander

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    I feel all balancing mechanisms should be in place early if they are to be included, otherwise they will be added later and either be powerful and thus destroy the balance, or be superficial and have no real function. CPU could act as a great way to force a choice between rockets and artillery in a way that mass couldn't. Power could act like CPU, but you'd have to link power supply to ship size for sensible results. I previously suggested doing that by massively nerfing generators so you need to fill half your ship with them, but at the time I think it looked possible CPU would perform a similar function.

    Overall I think you need some form of:
    1) Bigger ship gives you more stuff, but makes you slower and less agile, also costs more
    2) Choose more of one function (offence, defence, thrust, mining, cargo, production, hangar, repair), get less of other functions
    3) Choose more of one weapon, get less of other types(missiles vs artillery vs miniguns). No weapon-specific limits

    For 2 and 3, CPU could be the 'currency' that forces you to choose, or Power could, but it needs to be tied to ship size somehow.
     
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    Last edited: Dec 3, 2019
  9. Ron

    Ron Lieutenant

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    +1 on that.
     
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  10. IndigoWyrd

    IndigoWyrd Rear Admiral

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    Osiris is an interesting game of its own, but also a different sort of game.
    Pre-fabricated semi-modular design works for it. Wouldn't work quite so well here.
    I do love the shield dome in Osiris though, especially watching those annoying bird-things splat into it. Never did try placing something with a shield dome where the big worm might land though. I suspect it would still eat whatever was there.

    But Mass and Volume is logical.
    Just because you've added another cargo box doesn't mean you HAVE to add another thruster to get off the ground. An empty box doesn't weight much at all. It's when you start filling that box, and how full you fill it. It also gives a means of tracking how increasing mass decreases performance is a sensible, logical manner.

    CPU is, or at least SHOULD, be little different. The more devices you add the more processing power is required to control them. I don't think they quite nailed CPU in its first incarnation, but it shouldn't be too hard to tweak.
     
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