Alpha EXPERIMENTAL 10.5: Optimizations

Discussion in 'Announcements' started by EleonGameStudios, Aug 28, 2019.

  1. stanley bourdon

    stanley bourdon Commander

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    if it can be done and it is the easier way to get the resource it WILL BE DONE. It will effectively reduce any shortage.
     
    #61
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  2. krazzykid2006

    krazzykid2006 Rear Admiral

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    The devs don't feel the same way. That's why they deactivated the majority of the CV's weapons when in atmo way back when. It was too easy to just hover a CV in the air for a couple minutes and have it completely wipe out the POI.
    The SV and HV are the intended attack vessels.
     
    #62
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  3. Scoob

    Scoob Rear Admiral

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    While I of course have my own particular play style and preferences, I do equally try to be mindful of what others might want to achieve. Whereas I personally am quite happy scrounging from surface rocks for my early resource needs, many, as I understand it, like to stock up early on resources for more ambitious builds. Such builds I do also partake in, but not until a little later in the game.

    For me, even the thought of trying to obtain materials in larger volumes via deposit mining with the survival tool makes me tired lol. Hence, in part, why I think reintroducing the Mechanic Drill as a stepping stone would be valid for multiple play-styles. Those that aren't so fussed about gaining masses of resources early, like me, can enjoy the survival tool's adequate surface rock mining speed, moving on to the mechanical drill when ready. Those who like to stock pile resources early for later use, can jump to the mechanical drill at little sooner and hit each deposit as they discover it if they so wish.

    I have played both styles in the past, and progressing on to the mechanical drill was still a significant jump. Now, for me, my early-game stage is a little longer and I worry less about mass collection of resources. I only consider it once I can build and charge the laser drill. The option of hitting some deposits early, if I so desire, really doesn't feel practical or time well spent when I just have the survival tool. Being able to craft a cheap to make and fuel mechanical drill however, would present viable options.

    Note: I would consider the Mechanical Drill, like the Chainsaw, a dead-end tech. It doesn't upgrade into anything, it's simply a basic tool that can be accessed fairly early and does one job well. The survival tool can do multiple things, but it's not great at any of them - which is how it should be - but with everyone's play styles and preferences being different, giving people options to go their own way is cool.

    You know, I think there's potentially more to this. Perhaps one player wants to mine deposits early - the mechanical drill does that. Maybe another player's thing is scavenging and pulling apart wrecks for resources. How about a mechanical, bio-fuelled grinder for that? A basic tool that does one thing well - but not as well as a multi-tool - yet is both cheap to build and fuel. I'd use it!

    So, being able to specialise to a degree early-game might suit many peoples play style. Me? Well, I'm happy scrounging for surface rocks until I hit Pentaxid and can both build and charge the laser drill. Though I'd love the option to be able to effectively - i.e. without frustration - hit regular deposits sooner at times, depending on my personal goals. Currently I feel I need to rush to get and charge that laser drill before I even consider deposits.

    As an aside, my strongest memory in Emperion is of mining...endless mining. It's why I welcome the improvement so much - it really did take up so very much of my time. To improve things as they have, while also removing a progression step in the form of the mechanical drill seems daft. I mean, are we going to lose the Chain Saw next? The survival tool can cut down trees just fine after all... Oooo, laser chainsaw - we need one!

    Scoob.
     
    #63
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  4. Fractalite

    Fractalite Rear Admiral

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    You are missing the point; forgive me that is partially my poor communication, I will clarify; regardless of the vessel used, Dronebases are supposed to be tough little nuggets that you cannot crack except with pronounced effort.
     
    #64
  5. Combat Wombat

    Combat Wombat Commander

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    You can add 1000 uses and still make it rare, its called balance. Pentaxid has now become the same as energy a pointless mechanic because it takes no work or time to keep the bar filled, why even have a separate resource if one isn't going to be rarer than the other.
     
    #65
  6. Scoob

    Scoob Rear Admiral

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    Here's the thing, I can solo a drone base very early game just using cheese. I dig towards it - thank you new faster drilling! - make a hole in a certain spot, take out the Core, plant my own, then place sentry turrets to deal with any remaining Zirax. I don't do this as too much cheese is bad for you lol. It felt all fun and tactical initially, but I was exploiting the cheese lol.

    I think shielding Drone Bases is quite a nice tough, forcing the player to do a little more than just take out exterior turrets and Drones to gain access. However, equally I would still like the way shields are implemented to be tweaked slightly - I did make suggestions post on this a while back - in that all blocks should not be protected equally by a shield. Certain blocks, such as doors, should remain unshielded but grant armoured doors more health / better resistances to compensate. I feel from a fun gameplay perspective doors should remain the weak spot in a bases defences from a breach perspective.

    Basically, you could pound a base / POI to bring its shields down, then blow a hole in the wall to gain entry - if you have the required firepower. However, a Solo / small group on food should equally be able to exploit the weakness of doors etc. while shields are still up. So, only main base blocks, windows etc. would be shielded, Doors, interior turrets and many devices would not be. This I think would be GREAT for the many talented POI designers out there as they could really make the player(s) run the gauntlet so to speak. So, players on foot could breach doors, take out sentries and any Zirax troops, but they can't short-circuit things by blowing holes in walls until the shields are down. Fun.

    Scoob.
     
    #66
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  7. Fractalite

    Fractalite Rear Admiral

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    All the doors in POI(unless mission directed) are now set to public and should open upon the player getting close to the door. Then, each POI with a shield has a mostly-easy to reach shield room that can deactivate the shield with a switch. The trick; what to do about the turrets on the exterior. Just some interesting bits of things to think about.
     
    #67
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  8. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

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    so i see no talk about optimizing, even if just a little for pvp play, will that be addressed?
     
    #68
  9. Nerd01

    Nerd01 Lieutenant

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    Well, this is a good argument for its removal from the game, but not so good argument on why it should be rare. If it is going to be around, and if everything around worth looting going to be shielded, you are going to need shields and weapons powered by pentaxid.
     
    #69
  10. Scoob

    Scoob Rear Admiral

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    @Fractalite

    I had noticed that and of course that's what I do. However, having doors open for free access to an invader strikes me as an odd choice. I'd prefer doors were locked down, only accessible via the Zirax or using switches to "bypass security" that sort of thing. Also, there's something about blasting your way through a door that appeals to me.

    Additionally of course, even if the doors are readily passable, individual sentry turrets that have the effective hit points of the entire base is a little silly. Hence why I feel Doors, Sentries and other devices should be unshielded, with just main blocks and windows effectively having a "polarise the hull plating" option.

    At the end of the day, my view is that assaulting a shielded POI can go one of two ways. First the all out assault using heavy firepower to crack a shield, blow a hole in the wall and take out critical system. Brutal, but it works. The other would be a more tactical approach, both on the part of the invading Player and of course the designer who put the POI together. That can sort of be done currently, but shielded Sentries with the hitpoints of the entire POI's shield prevent that being a realistic option, until the shield is down of course...assuming it doesn't recharge if enabled.

    I'm all for weak points of entry, aka doors, but with tactically placed defences, Sentries, that aren't full shielded if the player decides on this approach. Both can be fun of course, depending on your play style or particular whim that session. Hit hard, take out the shields then the base or sneak into the base only targetting Zirax and critical system to make it yours.

    Scoob.
     
    #70
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  11. ravien_ff

    ravien_ff Rear Admiral

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    Explosive charges deal HEAVY damage to shields. If you can make your way to part of the base under line of fire from any turrets, you can place maybe 4-5 charges and destroy the shield.
     
    #71
  12. Scoob

    Scoob Rear Admiral

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    Here's an odd one...

    I started a new Survival Game with Weights and Volumes enabled - at least I thought I did. When my first HV got a bit slugging and tilted backwards, I expected that as its cargo was nearer the rear and it was loaded up. Weights working as expected.

    However, I took a trip out in my updated HV with proper hover engines and thrusters and it didn't behave as expected...

    I was at one of the wrecked Capital Ships - the one that's all Combat steel and has HUUUGE Structural Integrity issues - and, as expected, when I placed my Core on it in a certain place, most of the front of the CV exploded. I quickly picked up the exploded bits, which went into one of the normal cargo boxes on the HV I was linked too.

    However, I didn't quite realise how many Steel Plates etc. I'd picked up and the volume was totally blown for the HV - several thousand in a 250 box! Plus I could drive the HV fine with 160t plus in this one cargo box.

    So, something has evidently gone wrong, can someone remind me the files to check to confirm Weights and Volumes is enabled? If it is still enabled and reloading this save sees me able to blow a containers volume with ease, I'll submit a formal bug report with the save. If it's simply somehow reset, then I'll just accept it as a quirk.

    Edit: Found it, I needed to add a line to gameoptions.yaml, namely:

    EnableVolumeWeight: True

    I actually forgot it had to be added and wasn't there if False.

    Scoob.
     
    #72
    Last edited: Aug 30, 2019
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  13. Supay

    Supay Commander

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    Pentaxid recipe is great for me, I love mining, but I love Poi's and exploring more. Also there is more things to be added to the game. Will stealth use it also? will there be any other weapons or vehicles use also? Game is too early for me to have strong opinion on which way a recipe should go. Also be nice if rare drop from a boss or work up faction to get the recipe.
     
    #73
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  14. Scoob

    Scoob Rear Admiral

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    Well, that was super weird...I was walking outside my base when things went a little mad - I couldn't see anything and suddenly I'm falling a looong way down to a huge flat plain. I get injured, but the jetpack manages to slow me enough to survive and I'm in some weird limbo, this plain stretching in all directions. I can see the HUD marker for my base just under 7km away, so I god mod and zoom towards it at speed. After a few seconds travelling as super godlike speeds I start seeing regular terrain again and eventually arrive at my base.

    Not a clue what triggered this!

    Scoob.
     
    #74
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  15. RazzleWin

    RazzleWin Captain

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    Sounds like you found a glitch in the matrix and Mr Smith was having fun with you.:eek:
    Sorry couldn't help myself.:D
     
    #75
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  16. Scoob

    Scoob Rear Admiral

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    Indeed I did....luckily I have some of Neo's skills and just flew back home :)

    Scoob.
     
    #76
  17. Scoob

    Scoob Rear Admiral

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    Apologies, I mentioned earlier that I'd "fixed" my issue with Weights an Volumes not being enabled any more, despite the game demonstrating that they seemed to be working as expected initially.

    I took my current save file, found the "gameoptions.yaml" file and added the line "EnableVolumeWeight: true" mirroring the format of the line above - which was "EnableMaxBlockCount".

    However, I'm still able to load more stuff into containers than I should. Have I done something wrong or is this information out of date? I dimly recall doing this once before in an older version, not long after Volumes and Weights were added, but it does not appear to be working in this current version - plus I had weirdness with it looking like it was working fine when I first started of course. Bug? User error? Latter most likely, let's be honest lol.

    Cheers,

    Scoob.
     
    #77
  18. ravien_ff

    ravien_ff Rear Admiral

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    For single player you set it in the difficulty options menu when starting a new game or resuming a save game.
     
    #78
  19. Scoob

    Scoob Rear Admiral

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    Yes, which I did - or thought I did - and I appeared to be suffering the usual penalties of an over-loaded HV when adding lots of stuff to its storage. However, subsequently, I've been able to overload containers volume-wise. So, I wanted to check the configuration file, which I did, and it was missing the critical line enabling weights and volumes. I've added this line, which should enable them in a game in progress, but it's not working any more.

    Edit: Sorry, I miss-read what you said - I can see it in the "Difficulty" option now...I'd forgotten it could be done this way, so went old school to edit it manually...which failed lol. Sorry!


    Scoob.
     
    #79
    Last edited: Aug 31, 2019
  20. ravien_ff

    ravien_ff Rear Admiral

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    Did you check the difficulty settings on the resume game screen?
     
    #80

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