Why? If the turrets in these POI can be taken out then things can be set to indestructible or not. Just set the vital parts for the campaign to indestructible. Leave the rest alone. Again, why? As mentioned before Seven Days To Die have "dungeons" but they have done the sensible thing and given the player the option to take that route or not. You can break down walls and still get to the loot you need to find for the quest. This is good game play. Restricting the way people may want to play isn't good game play.
You do realise that the only way to destroy a device on an admin core poi is for the builder to damage the device once with a survival tool and then save it with damage? I for one am not damaging each and every block except for a couple needed for story dialogue. Second point, and I say this with great respect, just because you don't like admin core dungeons doesn't mean no one else does. It's good to have variety in the game.
No I did not but that is just the way the game has been set up. Change is a good thing. You are not understanding me. With my option, you can go down the dungeon route or not. The choice is yours. Just don't make the walls indestructible.
With an admin core dungeon the choice to step foot inside is your own, you're not forced to do so. If it's nearby an ore vein, well there's plenty of other planets/moons out there. I'm sorry but I do understand your point, I simply disagree with it.
It's ok that you disagree with me. You want players to do your POI's your way and not give them a choice of how to play it, then that is entirely up to you. I just think it's not good game play.
I don't think it's good game play to dig under the ground to a poi and use explosives to come from below. It's the nature of the game to me that you build something for the task. If you attack a poi with a hv for example and your hv get's destroyed, try and build something better. That for me is good game play. The simple fact is admin core dungeons add something to the game for those interested, it's about building something to provide a certain kind of experience for the player that goes through it. At least that's how I see it personally. Now I understand that some people don't like it, but you must understand that some people do. I have a poi I'm building that's turning out to be a far larger SC than I thought but I'm determined not to have an admin core for it (though I most certainly could). I haven't been around for anywhere near as long as some people but I remember people complaining about certain dungeons that when originally released didn't have an admin core but now do. What would happen is they would end up destroying an important lever or motion sensor to proceed through the poi, and then complain that the poi was broken. I personally believe that there doesn't need to be any changes to the way admin core's are currently utilised.
Tunnelling has been a very good tactic for hundreds of years. If people want to tunnel then that is fine with me. If they don't want to tunnel then that is fine. Choices.... I have no problem with people wanting to do dungeons. If they want to do the dungeon to get to the end of the quest or find something at the end then all is good. What happens if someone wants to just blast their way through the walls to get to the end? They are not allowed... And this is where the game could do with changing, so that you are able to make certain items indestructible, so the quest doesn't break.
But why do you *need* to "do" that specific dungeon POI if you don't want to? I think what Escarli tried to tell you is that there are literally tens of thousands of POIs in the game's galaxy so why not simply just *ignore* these POIs if you don't like their setup? Now, I can understand the issue if a large fraction of POIs are set to be indestructible. Then the simplest solution is to just decrease their spawn frequency. However, as long as indestructible POIs are spawned only sparingly then it should be no problem for the player to just ignore and skip them. Just treat them like they don't exist in the game. There are so many planets and so many POIs that surely you are not running out of them?
Some dungeons and POI's with admin cores are part of the story line. Yes I could just GM them. Again, not good game play. What I suggest is a change that would make more people happy and make the game more open and better.
That game was brought up as an example. I'm saying that you can't really compare them and use that game as a reason why. And anyway players could just mod out admin cores in literally 2 minutes. Maybe I'll release a scenario that does just that for those who wish it.
I was using that game as it is sandbox game that has quests but doesn't have POI's that are indestructible. That would be good.
You know what the number one sin of Level Building is? It isn't "making a level too easy" or "too simple" or "not pretty enough." It is wasting an end-users time. And you know why this is a sin? Two reasons (at least, maybe more): A. End-user computer game players are, by definition, exceptionally good at optimization. Give usersa no-win scenario, they will either circumvent it by other means (loading the POI or whatever asset in creative and changing it to suit their own tastes and then adding it to their personal version, or worse, putting it on the Workshop), or simply ignore the asset/experience/element of the gameplay loop. This is a very bad thing for the game overall because it whittles away at the aspects of the game which are 'popular' and beloved. B. New users, or users who are not involved in social groups of players, or else people who try to experience games from a completely naïve, or "blind" standpoint for at least there first can easily get confused, befuddled, frustrated and disappointed by things which defy the internal logic of the game. This also is very bad for a game because it leads to users who tend to abandon their involvement and are not likely to present good PR. But hey, you guys do you!
Regarding point A An admin core is NOT a no win scenario. If it's a trading station yes the admin core cannot be destroyed. If it's a story mission poi some of them cannot be destroyed. All other poi's that fall outside of that and has an admin core can be destroyed so there is most definitely a win scenario for the player. To say otherwise is flat out false. Regarding point B I recall myself when I was a new player and the first time I couldn't destroy a core, I shrugged and moved on. I genuinely didn't see it as a big deal and still don't. I was much more concerned with this rather annoying poi having destroyed 3-4 of my SVs (which I solved by building a different SV and a came at the poi in a different direction).
For B, admin cores should be explained to a player so new players know about them the first time they encounter one.
Yes, could actually be part of the story line in some early mission so that you can introduce the concept. That mission should then also be such where you can destroy that admin core by doing something (e.g. solve puzzle, flip switch, reach some place etc.) so that the player *also* gets that even if they do make POI indestructible there can still be a way for you to destroy the core and by that action remove the indestructibility protection (e.g. could be part of that mission to then salvage the POI afterwards). This would teach the entire concept to the player so that he both understands that certain POIs can be protected but still be defeatable. It also should help to remove the confusion he may feel when he isn't able to destroy stuff in the POI and not understanding why, and likewise to remove the frustration he may feel if he falsely would otherwise think that it's somehow impossible to get past that protection. I'd say it's worth doing.
But then players will expect that all indestructible POIs must have a switch somewhere that makes them destructible ? Why make things so complicated ? Why not just use the actual mechanic of simply pre-damaging parts that the designer wants "destructible" and leave the Admin core as a designer-only prerogative ?