Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Planetary Resources with Dedicated Servers
So, not sure if this has already been addressed, but what's gonna happen with resources now that we have dedicated servers? Eventually they will run out or people will be guarding them. Are the plans for resources to respawn or something? I see that as an immediate issue that I hope the mods are addressing. Any thoughts?
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Showing 1-15 of 40 comments
JayMole77 Nov 18, 2015 @ 8:22pm 
there are some ideas being discussed by the Dev's, For now its gonna be interesting just to see how people get on, wether there is hoarding and in fighting and thievery.
Darthtanien Nov 18, 2015 @ 8:24pm 
Please no Rust in space.
Gechew Nov 18, 2015 @ 8:24pm 
<----- This Guys Head Hurts PvE ?
I suspect once resources start running out, wars will begin to rage.
Festos Nov 18, 2015 @ 8:37pm 
my thoughts also they do need to do somthing. maybe like landmark has were the ground heals and resorce nodes shift
Darthtanien Nov 18, 2015 @ 8:39pm 
Originally posted by Gorpse:
<----- This Guys Head Hurts PvE ?

<------
your moms headboard
Ammo7 Nov 18, 2015 @ 8:47pm 
I agree resources should respawn after a time
JayMole77 Nov 18, 2015 @ 8:54pm 
What sort of time frame we talking about, on the one hand it needs to be reasonable, but on the other we want to avoid an infinite supply situation coming into play!
Dzikus1r Nov 18, 2015 @ 8:59pm 
My understanding was that when procedural generated galaxies happen, the point would be to move on to other systems to claim more resources (and find empyrion in the story), instead of clustering in the same system forever. It could be as simple to travel to the next closest system and collect as many resources as needed and returning to your "home system" or completely relocating to the new system. It'll be difficult as it stands now to make due in MP with only the one solar system unfleshed out, but if they make resources respawing now, then they'll have to get rid of it in the end product eventually. How hard that is to do idk, but there would be no incentive to travel anywhere if resources respawned.
JayMole77 Nov 18, 2015 @ 9:02pm 
We will have to wait and see how this will be fixed, having multiple Akua planets spawn in was suggested, but then you will still get griefers going to each one, mining eveything out and leaving those barren aswell, its a complicated problem!
ArnMan Nov 18, 2015 @ 9:04pm 
Originally posted by Dzikus1r:
My understanding was that when procedural generated galaxies happen, the point would be to move on to other systems to claim more resources (and find empyrion in the story), instead of clustering in the same system forever. It could be as simple to travel to the next closest system and collect as many resources as needed and returning to your "home system" or completely relocating to the new system. It'll be difficult as it stands now to make due in MP with only the one solar system unfleshed out, but if they make resources respawing now, then they'll have to get rid of it in the end product eventually. How hard that is to do idk, but there would be no incentive to travel anywhere if resources respawned.

Yup. Maybe dedicated servers should have come out after the procedural galaxies. There will be an endless request for perpetual fuel and respawning resources and a whole list of other things that will most likely delay the survival game for a while. We will see, maybe not.
Muffinman Nov 18, 2015 @ 11:56pm 
Well, at the moment, there is the reset playing field option in the DED. It seems to respawn everything while leaving the player stuff intact.

I advocate a very mild, or little, resource regeneration. The rate should be in the tens of ore unit per game day with a 1-5% chance for a new node to spawn per game day if the planet has some minimum number of nodes unexploited.

In the long run, I think improvement to ore processing and yields can help with the issue. You don't have to mine much if what you already mined can be processed to a lot. I think there are several ways to make this interesting.

For example, the resource node can be mined manually, and quickly, to immediately get some ore or one can build an extractor on top of the resource node to slowly leach out the minerals. The latter method allows for much more thorough exploitation of the node and allows for some resources regeneration to take effect. Obviously the extractor is visible for everyone to see and the resource that it extracted might be a free for all. This is a balance point and could even be a server option point. The amount of resource extracted through this option should be healthy and rewarding. I will suggest at least 10x the amount that can currently be obtained through manual extraction of the resource node. Currently, the amount of ore that could be extracted through manual mining is ~2.5x(node size)^3, so a size 10 node will give ~2500 units of ore. The proposed extractor will give 25000 with very little resource regeneration.

Another example is to expand the resource node to have a quality factor, like rich, poor, mixed, vein, etc. A mixed iron node might have a good chance to also some other ore, say silicon. A rich iron node might spawn 2x more ore per volume. A vein iron node might have a higher replenish rate, say 50x the normal/background rate. One can combine all or some of these quality factor together, say rich mixed vein iron node.

A final example is to offer an ore refiner. Currently, the constructor does the refining for us. This is fine if you are starting out. The yield from the constructor is terrible actually, especially for Mg. The proposed ore refiner will give us better yield through metallurgy. It will consume all of that extra O2 that we get from the H2O2 generator, and perhaps some other additive/flux made from the ignots. This ore refiner will also consume more energy than the constructor but will in the end give us a better multiplier, say 5x the input.

If you combine the three modest proposals together, you can already see that resource is no longer a problem. It opens up many avenue of play. One can employ the scorched earth method and quickly run roughshod through the resource nodes on a planet for a modest returns or stick around and nurse the node for much more returns slowly. Since there is a chance for new nodes to spawn, on a less exploited planet, there is even more of an incentive to be careful with resource use. The inclusion of this and procedurally generated solar system will make the resource virtually infinite without the need to make anything infinite.

A final final, :), example is the ability to setup a facility on each planet to tap its mantel for resource. This facility is very resource intensive to setup and to run but should net a modest, if not infinite, and slow return overtime. I suggest a mixed return of all ores, including the rare ore that such planet would produce, over a game day, say 200-500 units of ores total (iron+cobalt+silicon,etc). The facility will need energy and components to run and to repair itself from lava/heat damage overtime so it is not a freebie.
Last edited by Muffinman; Nov 19, 2015 @ 12:46am
VISION305 Nov 19, 2015 @ 12:39am 
There are legit problems with pvp in survival type games. the fact that all your hard work can be destoyed while you are gone is one of them. But there is also a legit upside and excitement when you are needing to deal with other players. I think making bases hard to destroy by players while still easily destoyable by the environment can cause that players only take the time to destroy a players bass if they really deserve it. There also needs to be a really good reason to work together for survival and that is where building on pve comes in. With harsher environment conditions most players work together but otherwise the game turns into a pvp 24-7 event
Last edited by VISION305; Nov 19, 2015 @ 12:39am
Hummel-o-War  [developer] Nov 19, 2015 @ 1:30am 
Originally posted by Muffinman:
For example, the resource node can be mined manually, and quickly, to immediately get some ore or one can build an extractor on top of the resource node to slowly leach out the minerals. The latter method allows for much more thorough exploitation of the node and allows for some resources regeneration to take effect. Obviously the extractor is visible for everyone to see and the resource that it extracted might be a free for all.
Great idea. Like!!!
respawning recources would make it even worse becouse people would camp areas even more

Idea i would like to see in mind if respawn was ever implemended it generates "new ore chunk" somewhere on planet , and to be fair it would "depend how total amount of ore is left" not how many nodes on planet (below certain treshhold respawn will happen after some time)
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Date Posted: Nov 18, 2015 @ 8:20pm
Posts: 40