I. Goal and scope of CPU A. CPU Points The primary goal of adding CPU points is to add a way to allow some basic specialization and an additional way to balance vessels in regards of Thrust, RCS, weaponry and other performance parameters. Other features, added alongside CPU Points, will support that goal and open up alternative approaches. For example with A11 you do not necessarily need a (CPU points costly) RCS anymore, because the position of thrusters will gain you a decent torque as well and the new aerodynamics lift/drag model will allow SV designs, that have only a back-facing thruster, to work in atmospheres without to add any additional side, up or down thrusters! (We will detail the new Aerodynamics and Flight Model in a seperate post) B. CPU Tiers The CPU TIER SYSTEM is adding the possiblity to increase the basic CPU Points you get with the starter block ( with a Core = T1 ) up to SEVERAL TIMES the amount of the vessels or base T1 CPU Points. What means: You are NOT stuck on the CPU value the T1 stage with only the CORE offers! C. CPU Efficiency To add even more flexibility, the CPU Points and Tiers are not a “hard limit”. If your vessel equipment pushes the numbers beyond the CPU Points available for a Tier, your vessel or base will gradually lose efficiency, resulting in lower thrust, slower constructors etc. but it will still work. Important: The Efficiency will be tuned down (= Penalty increased) step by step in the next updates to possibly 20% Efficiency for overshooting the CPU points at 100% (Currently: 100% overshooting = will reduce Efficiency to 50%) Note: As of Alpha 11, only Thrusters and RCS are affected! D. Customization - Aas always, the CPU costs for indivdiual blocks and devices will be exported to the CUSTOM CONFIG , so you can decide which CPU device cost values you want to play with. - The CPU Tiers and how many CPU points these levels grant, will NOT be adjustable. They will remain hardcoded (also for Server owners) as they are a reference. E. WORKSHOP - Both the TIER as well as the EFFICIENCY will be saved with any Blueprint. - Both parameters cannot be manipulated by the uploader via custom configs. The game will always calculate the values by the hardcoded DEFAULT values when uploading a build to the Workshop. This way we ensure that the Workshop is not fragmented and there is a reference that always will be the default game. - Players that going to the Workshop will get new FILTER options to narrow down their search by Tier and Efficiency. II. Feature deployment plans 1. EXPERIMENTAL The A11 Experimental version will have the CPU System activated by default with no option to deactivate it, so we get the most of the feedback. 2. PUBLIC RELEASE When this version goes live on the public branch, we will not only add a SWITCH so you can decide if you want to play with CPU Points or not, but we also will set CPU Points to OFF per default. So any new and current player who does NOT want to play with CPU when starting a NEW game in A11 public version, will not have the CPU Points system in effect. Server owners will of course get the same option to choose between CPU on or off! 3. FUTURE At some point in the future, when the feedback indicates the CPU Points have grown to a workable balance, we will switch the setup again, so from then on CPU Points will be activated by default when you start a new game, BUT you will still be able to decide to not use them as the setting for On/Off will stay in the game of course! Repeat: From this version until a not defined future patch, there will be ALWAYS a selector for Soloplayers and Server owners to use or do not use the CPU system! Furthermore: NONE of your Workshop items or uploads or ships or bases will actually BREAK. You might need to make a few adjustments (maybe sometimes just upgrade to a higher CPU Core) and possibly you can use ships that are gigantic jack-of-all-trade vessels only at a very low Efficiency, but NO build will be incompatible or destroyed!