Suggestion: Revision of the PCU values
Not Enough Votes
- Remove PCU for armor blocks and decoration blocks
- Different PCU values for small and large grids for thrusters, energy blocks, weapons. (It makes no sense that blocks for small grids have the same PCU as for large)
But I'm quite sure armor blocks DO cost server performance. You can't have infinite blocks and expect server to run as if it's zero PCU.
I do agree that Keen needs to retest all the blocks and see exactly what their effect on the server is. I'm baffled, for example, that the event controller is only 10 PCU, where something like a decorative toilet is 15, and a timer is 25. Event controllers are complex! If it can efficiently work at 10 PCU, surely other blocks can have their PCU values lowered as well. And then there are things like doors, which remain either open or closed 99% of the time, so weighing their PCU count to that 1% of the time when they change from closed to open seems like a waste of PCU to me.
As for large vs small, it does make sense that they are the same, because the server doesn't care about the size of the block, just the attributes. PCU is about the sim speed of the server, not graphical scene complexity. Otherwise the complex decorative blocks would be way more than 1 PCU.
But I'm quite sure armor blocks DO cost server performance. You can't have infinite blocks and expect server to run as if it's zero PCU.
I do agree that Keen needs to retest all the blocks and see exactly what their effect on the server is. I'm baffled, for example, that the event controller is only 10 PCU, where something like a decorative toilet is 15, and a timer is 25. Event controllers are complex! If it can efficiently work at 10 PCU, surely other blocks can have their PCU values lowered as well. And then there are things like doors, which remain either open or closed 99% of the time, so weighing their PCU count to that 1% of the time when they change from closed to open seems like a waste of PCU to me.
As for large vs small, it does make sense that they are the same, because the server doesn't care about the size of the block, just the attributes. PCU is about the sim speed of the server, not graphical scene complexity. Otherwise the complex decorative blocks would be way more than 1 PCU.
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