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SpaceEngineersPVP SE PVP
STEAM-GROEP
SpaceEngineersPVP SE PVP
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2 november 2014
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Suggestion Toolbox for the server
This is mainly addressing the first post and is of my own opinion. Feel free to reply and discuss a certain point I made or didn't make:

I agree with Rabid on a few of these.

The thruster limit would be too hard to keep track of and the off chance that you go over and don't realize it, you may not even know until you go into battle and you can't go a certain direction because there aren't any thrusters for that side (unlikely, but could still happen).

On the turret limit, until just now (I guess it was recently changed or added to the steam page) I was under the impression that the turret limit of 20 (what the page said before) was for all turrets combined. I feel like the current limit is fine how it is. If someone wants to increase it, then I don't care too much for it, but decreasing it is where I may find some problems. On the interior turrets though, I use them for the inside of my ships/stations (on the off-chance that someone spawns in my medbay or gets inside) so if we do set a limit on these, then I'd say 15-20 would be a good starting point. I already have about 10 on one of my stations, so any lower than 15 would start to delete the ones I already have.

I'm a no-go on the program block limit to 0. Sure there may be some malicious bug, but there's a higher chance of getting a virus just from connecting to the server than using program blocks. If you have your computer properly protected or even just have a virus scanner or just have your firewall on, it would most likely detect any malicious software trying to run from/through the game (And as Rabid said it's fixed). Also, if you get rid of the program block then you may as well get rid of the timer block since that's what you're saying is causing any sim speed decrease if even noticable at all. Overall, I'm against it since the block/s (including the timer bock) itself makes the game much easier/less work to do in certain aspects. If anything, I feel that the program block may increase the sim speed if used in a specific manner, although there's a higher chance that it does decrease the sim speed with what people usually program them for, however large or small that value may be by.

Along with the thruster limit, I'm also a no-go on the interior light limit. It would be too hard to keep track of and I already have way past 20 interior lights on some of my ships. They're called interior lights for a reason. If you have a ship that you can go inside of and walk around in, without interior lights it's practically pitch black and you can barely see. Also, interior lights are automatically turned off from server restarts so they're not even really a problem to begin with. But while I'm playing and I want to walk through my ship, then I'm most definitely going to turn on my interior lights.

For gravity generators and mass blocks, I don't care too much. Just don't make the restriction a value too small.

For logout deletion time, you do make a good point, but there's still casual players that may be gone for a certain period of time (myself included) during vacations or just during certain periods of time where they're too busy to come on and play. The 5 day decrease could really make the difference between coming on and playing as if nothing happened, or losing all your stuff and having to start again from scratch. I'm leaning towards the side of increasing the limit, but if I ever feel that I may be above then 20 day limit then I'll just shoot an admin a message about it, so I think the limit should stay how it is. The 15 day limit, despite only being 5 days less, is really much harder to judge on whether you'll be gone that long or not and could be cause by a multitude of things whereas 20 days has 5 days extra to come back on.

And also, I think the majority of people that merge block their spawn ship are either going to come back, or will leave them in places where others can easily find them. The beacon on the respawn ship makes it easier to start off. Besides the fact that there's already a beacon built that you can deconstruct to place on your station, merging your spawn ship can help early game in case you lose connection or the server crashes, etc; I know it helped for me. When I started off I didn't realize I could just merge block my spawn ship and had to mine my resources several times due to my connection going out. And when I had finally merged my spawn ship and finished my mining, the server crashed. Merging my spawn ship saved me another hour of flying to the roids to mine for resources. So no. I think the beacons on spawn ships should stay.

For the respawn LCD screen, it's exactly as Rabid says. The /motd screen also appears when you login every time so there's that too.... If anything, at the bottom or top of that /motd screen, it should say how to re-access the screen again once you click out of it. (It may already be there, but if not then this should help alleviate some of the new players asking these questions since the second time they access the screen they'll actually read it all).

For the grinders and welders limit, I don't care too much. We have a nanite factory which pretty much does both of those things for us.

But the drill limiting? Hell no. It's fine how it is. Limiting the drills to only one ship per PLAYER would be bad enough, but limiting the drills to one ship per FACTION? Now that's a stupid idea (No offense). Think of it this way. Say you have one drill ship and no resources. You go off to mine, but get destroyed. Now, you have to go do it by hand and hope that you can make the 100k+ distance back to your base and then back to the asteroids to go mine one resource at a time to recreate another drill ship (or just to create a drill to place on one of your other ships provide you even have any) just to start mining normally. With more drill ships, (like how it currently is) you can just have a backup drill ship to use in case your first gets destroyed (Extreme scenario, but it applies).

And then for the drill limit to 1? Yeah, no. I've spent several hours drilling with one drill and let me tel you, it is not fun. With multiple drills you can mine at multiple times the one drill speed, and finish your mining much faster. This is extremely important now that the server has stared growing and the asteroids becoming frequent battle locations.

On splitting the resources, I don't think it's a good idea. Most people want to mine and then get the hell out of there before someone finds them and blows them up. They don't want to have to search which asteroids have what resource and then go an even further distance just to mine that specifically. There's a planet for that. Fundamentally though, it's a good idea, but just not on PvP.

For disabling suspension though, if anything it would just have to be temporary. Not having land vehicles would take out the fun of the game for certain players that find it their specialty to play on the planet (Provided nobody finds them and blows them up first). I also may go to the planet just to create a vehicle to drive around with when i'm bored, so there's that too :P

On new mods for weapons/upgrades/etc; I don't care too much for adding or not adding them. If someone finds a specfic mod to add, then we can open up a separate discussion and discuss that specific mod there.

And last but not least, the Large ships to stations on server restarts. I feel this would just cause more problems than solutions if it was ever implemented (implying it actually can be without any errors coming from it). For someone with multiple large ships such as myself, it would be troublesome to have to go to each ship invidivually and convert them every time back to a ship from a station. Furthermore, whenever the server crashes, that is usally treated as a server restart so you'd have to do it whenever the server crashes as well. One of the problems that could be caused from it is what happens when a ship is moving during the restart? Whenever the server is restarting and I'm away from my base, I usually have it autopilot back to my station so that it would be there when I log back in (after waiting for it to travel the distance that is). If it's a station when it starts back up, then I'd have to travel all the wa to the ship to pick it back up, and if it's at the roids when the server crashes, then godbye ship (Not eveyone puts med bays on their large ships, but most of my large ships do have one - this was just for the sake of the scenario). Overall, it would just create a load of more problems and worries for players if this ever was implemented.
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Refinery Block - Fixed
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