Empyrion - Galactic Survival

Empyrion - Galactic Survival

Combat too easy or too hard. I.E. Boring
Doesn't seem to matter what version or mods, no one has really fixed what i think the biggest turn off to the game overall is. The combat is boring.

Combat is either painfully easy, or painfully hard. I'm either not taking damage or straight being one shot, this even happened to me in SP yesterday with my shields up. On foot or Ship combat doesn't seem to make a difference in play style. Enemy levels don't seem to mean anything.

So I think i have a few solutions tell me what y'all think or feel free to add any changes you'd like to see.

1. Overhaul on map signatures and scanners/thrusters. Thrusters need a signature stat to show the distance it can be seen on scanners. Id recommend adding all thrusters together to on max stat rather than largest goes farthest. This would allow actual stealth builds as well, likely at the cost of speed if carrying a load.

1a. Homing missiles don't work on things that don't have a large enough heat signature. Engine stat above could be same stat as minimum requirement on missile to seek target, otherwise it just shoots straight. Like being on foot or shutting engines off while moving. Or adding a gun/turret with flares would be nice too.

2. Armor variance or armor mods. Resistance to all existing weapons types(Plasma/laser/explosive/ballistic, etc) , downside could be to lower other resistances.

3. Factions sell faction specific gear. I.E. Personal Weapons/turrets from Xirax have higher damage, lower durability. Trader engines with higher top speed and power requirements, etc..Hint Hint Reforged Eden :D Also recommend tiering gear based on reputation. Only basic gear with neutral, T1 or advance stuff on friendly, T2 or best stuff with honored.

4. Radar jamming for ships(with enemy ships still investigating area), and on foot combat shields or stealth options. With potential shield jamming options for ground targets while being in certain POIs.


I'm sure there's more that would make combat more interesting and I bet some like it how it is. Let me know what you think down below.
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[T-SuB]Tyrant Oct 17, 2022 @ 8:05am 
Basically I noticed most people "cheat POIS" instead of engaging them directly. I personally don't engage anything at all before I have a ship with shields.
Yes.

The only armed POI I assaulted is the Zirax Shipyard (or something like this). I used a nimble and fast SV to rush the covered entrance and destroyed the building from inside.
Turrets have insane accuracy, you can't really swiftly alpha-strike because there is no bomb-like weapon.
You can stack missiles launchers but you still have to go in a straight line even for a short time, possibly taking hits right from the turret you're targeting.
From now on, you need plan B :

In vanilla game, CV rules. (in space)
Produce a T4 combat CV and your combat in space will be easier a lot.
Without speed limit, A T4 CV can be more agile than a T4 SV.
Maybe you will need a T1/T2 CV as transport before you have a T4 CV.

On planet, maybe you need a T4 HV,
or use the minigun turrets on your T4 CV to practice CQC :steamsad:

By the way, you can spawn vessels inside a POI.
Another solution: armor booster, bandages, potions, and wireless connection.
Last edited by Too lazy to choose a name; Oct 17, 2022 @ 4:29pm
Part of this is simply an intrinsic part of the game's sandbox nature. Once you're out of the starter system, you can come across any threat at any time at any level of progression above simply having a warp CV. To this extent, it's not a problem.

What is a problem is the how technical and design limitations have impacted content. Ground threats are brain dead thugs with no finesse or elegance, tests more of how long your supplies, gear, and patience can stand up to sustain attrition than real challenges. POIs themselves are little more than murder funhouses you either have to clear painfully slowly room by room, or know about entirely ahead of time. On the outside, all the effective weapons against POIs are confined to SVs and HVs, platforms which cannot actually stand up to POIs. The one mobile platform that can, the CV, is not allowed to use those weapons which would be most effective against POIs on planets, presumably because of some reasons somewhere. Planetary drones are a joke. They are little more than flying loot piñatas. They can't even aim up, making them easy prey for any SV, provided the pilot at least has a pistol they can shoot whilst standing on the cockpit. The net effect is that this content has all the challenge and depth of cutting down the mightiest tree in the forest with a herring. And the loot is usually crap, too.

It's not all bad, though. There are bright spots. Space drones are a lot of fun to fight in an SV, although you rarely get a chance to. CV combat against space stations and other ships can be surprisingly deep, if you use the right world settings. It's very satisfying to watch a great lumbering behemoth of your own design take apart an OPV that used to threaten you. And I must admit, blasting holes into the sides of a murder funhouse POI you're not familiar with to learn its secrets can be kinda fun.

The good news that, on the balance, it's worth putting up with the bad to experience the good. Those weaker parts of the game can usually be worked around without much trouble. It'd hard to be too mad at a POI you've cored from the outside using HV artillery resting atop a hovering CV.
Bif Oct 17, 2022 @ 3:53pm 
Originally posted by The Big Brzezinski:
Part of this is simply an intrinsic part of the game's sandbox nature. Once you're out of the starter system, you can come across any threat at any time at any level of progression above simply having a warp CV. To this extent, it's not a problem.

What is a problem is the how technical and design limitations have impacted content. Ground threats are brain dead thugs with no finesse or elegance, tests more of how long your supplies, gear, and patience can stand up to sustain attrition than real challenges. POIs themselves are little more than murder funhouses you either have to clear painfully slowly room by room, or know about entirely ahead of time. On the outside, all the effective weapons against POIs are confined to SVs and HVs, platforms which cannot actually stand up to POIs. The one mobile platform that can, the CV, is not allowed to use those weapons which would be most effective against POIs on planets, presumably because of some reasons somewhere. Planetary drones are a joke. They are little more than flying loot piñatas. They can't even aim up, making them easy prey for any SV, provided the pilot at least has a pistol they can shoot whilst standing on the cockpit. The net effect is that this content has all the challenge and depth of cutting down the mightiest tree in the forest with a herring. And the loot is usually crap, too.

It's not all bad, though. There are bright spots. Space drones are a lot of fun to fight in an SV, although you rarely get a chance to. CV combat against space stations and other ships can be surprisingly deep, if you use the right world settings. It's very satisfying to watch a great lumbering behemoth of your own design take apart an OPV that used to threaten you. And I must admit, blasting holes into the sides of a murder funhouse POI you're not familiar with to learn its secrets can be kinda fun.

The good news that, on the balance, it's worth putting up with the bad to experience the good. Those weaker parts of the game can usually be worked around without much trouble. It'd hard to be too mad at a POI you've cored from the outside using HV artillery resting atop a hovering CV.
Brz is the master communicator. I would only add that you should take responsibility for your own gaming experience and seek out experiences that are fun for you. For example, in order for the game to be at all challenging, I personally put all the settings in their worst PITA configurations. Meaning my CVs all have farms in them to keep up with food and I don't bother eating candy bars in-game because it takes too long. Meat burgers are my usual fare. I need rows of O2 generators to keep my O2 tanks full. Etc. but what matters is what works for you.
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Date Posted: Oct 17, 2022 @ 8:01am
Posts: 5