Separate NPC PCU from player PCU
Okay, having my "PCU left" drops from 90k to 35k when I enabled economy feature is not fun. The NPC faction are stealing my PCU!
Before, this was not an issue. Space Pirates have their own PCU limit, and separate from global PCU limit. This was all fine and dandy until the NPC comes. Now, any station/ships that spawns near you eats up your PCU, until you discovered enough of them and realized you can't build anything again. Each station takes about 5k PCU, that means there can only be 20 of them before you lose access to building.
So, let's put all the NPC stations into the old but good Pirate PCU, so we can build ship to explore more of them. Don't forget to also increase the Pirate PCU from 50k, since there's more NPC faction.
"Just enable Experimental Mode for more PCU," they say. Yes, but you're missing the point here. The concept of experimental mode is for stuff that can break, right? I have reasons why this argument is invalid:
- Since the NPC stations are enabled in safe (non-experimental) mode, I'm pretty sure that they're officially stable. Why release unstable features as an official update? It wouldn't be a major update if the features are locked behind experimental mode.
- The stations are static grid, which does not cost that much performance. (yes, I know there are NPC ships too, but the amount of ships active at a time can be limited)
- The stations in a safe zone, so players couldn't mess with them normally and cause a performance issues.
- Not all players are happy to turn experimental mode on. Sometimes they just want to play the game, and technical stuff might scare them away.
Come on, it's not that hard to assign NPC ships to someone else's PCU.
Hopefully this comes true.
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Additional solutions to save performance (this is supposed to be another topic):
- Redesign stations with less PCU (i.e., smaller stations, minimalist designs, etc.
- Have a special NPC-only block that provides infinite power and oxygen to the station (eliminating the need of O2/H2 generator and battery, which are costly in terms of PCU), can't be built by players (like the Monolith, so players won't abuse them), and only costs 1 PCU.
I really support this idea right now.
I feel most online players really care about the PCU limiting factors.
Most of us are indeed playing the game however feel greatly restricted.
I was note even aware we were dynamically sharing PCU with AI.
Something has to give somewhere whether the server is managing the pool of PCU or the Clients.
In general, we need more PCU available to the players and im sure that comes in the form Optimization and Server power.
Which ever way you slice it more of the two is needed.
To go from 25k PCU to 10k was an extreme hit and really feels like we are just testing features rather than fully realizing the potential of what is to offer in Space Engineers.
I really support this idea right now.
I feel most online players really care about the PCU limiting factors.
Most of us are indeed playing the game however feel greatly restricted.
I was note even aware we were dynamically sharing PCU with AI.
Something has to give somewhere whether the server is managing the pool of PCU or the Clients.
In general, we need more PCU available to the players and im sure that comes in the form Optimization and Server power.
Which ever way you slice it more of the two is needed.
To go from 25k PCU to 10k was an extreme hit and really feels like we are just testing features rather than fully realizing the potential of what is to offer in Space Engineers.
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