Cepheus Protocol

Cepheus Protocol

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saturn1 Jun 25, 2022 @ 8:48pm
Not a big fan on limited amount of turrents
Ok so theres enough to win. However I enjoy making cosmetically pleasing bases and such and like pacing out alot of guard towers and turrets normally. If nothing else just for looks. I know its weird but I enjoy it.
Originally posted by Dark the Great:
Originally posted by Centergrate:
Personally, I think people spammed turrets cause of the hard cap on units. Otherwise, you just don't have enough units to be able to push into infected zones while holding the line.

I would love to see an option to remove the unit cap and give players a choice in that matter with a little warning saying "may cause performance issues". Otherwise I can be having a lot of fun in the early game, but mid to late game it becomes unfun since I want to contain as much of the infection as possible, but only have enough units to defend a small base and hunt down patient zero (something I don't want to do since the fun in the game is dealing with the outbreak and saving civs)

I haven't played recent updates purely because of this. Also, it seems like more of the game resources are going to AI controlled elements in the new updates but we the player are still so limited.

I hope to see it changed soon! I really liked this game's idea at the end of the day.
Each character including turrets add a constant new cost to the game. Vehicles are the most expensive then Characters and Turrets/Towers. The current adjustments were made carefully by evaluating how to make the game playable on all specs. If we unlock that in any case we simply wont support those save games and the issues that pop up related to bad performance though with going over the safe number of 80 and you will have a lot.... Its why when people unlock it with Cheat engine it crashes or just goes off the rails after an hour. We still need resources to add ambient civilians to the levels, Dynamic missions , improve the AI of infected and LT's. Add onto that the 3 Faction AIs and their units that's where anything above 80 is being steered. I don't think you want a unlimited option... Because when you add up all the systems that are coming it will explode your computer. Sure maybe 5-20 wont be that much of a problem initially. But because we don't play and balance at that level it will eventually implode in terms of performance.

Say we decide tomorrow to increase the population to 100 or 120 or even 140. That will affect every other system. Now pawns are twice as expensive even more now as before and we have even less room to work with to ship future content and what they can do. Now its possible in the future we could increase the pop as computer hardware gets better and with Engine improvements by Epic Games. This is not "final"

We will be adding "mecha" turrets in the future that will be a huge step up from the standard ones. With 2-3 tiers planned we are still working it out. This i believe is a more reasonable approach since they will be limited but pretty powerful. Plus the new towers are incredibly powerful.
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Showing 1-15 of 34 comments
fishzguppy Jun 26, 2022 @ 3:18am 
Originally posted by saturn1:
Ok so theres enough to win. However I enjoy making cosmetically pleasing bases and such and like pacing out alot of guard towers and turrets normally. If nothing else just for looks. I know its weird but I enjoy it.
Yes I agree. I found it disappointing that they are limiting the number of turrets as it makes it more difficult to make safe zones without relying on the still limited population cap. I wish they would at least have an option to make the turrets unlimited.
They limited the turrets? That's goofy as hell. I haven't been playing but I'll probably wait till they change that. Raise the price or the energy upkeep or something, don't just straight up put a cap on them. What am I supposed to do with all my money near the later parts of the infection when I have max pop cap and all tech if I can't just build turrets in every alley or street.
Dondon1002 Jun 26, 2022 @ 8:30am 
Suggestion: option to remove limits
I loved to play this game, as i have a good PC, and i loved especially to create enourms front lines that, by the end of the game, transformed completely the map. But now, with the limits on, seems that your frontline needs to advance like in a normal RTS. I know that's for Engine and development limitations at the moment, but would it be possible to remove those limits( or in game option or at the campaign settings) thanks to a button( with a big "Did will cause problem, do it at your risk")? It would be incredible to have back the limitless turrets
saturn1 Jun 26, 2022 @ 9:21am 
Originally posted by Bill-Nye-The-Science-Guy:
They limited the turrets? That's goofy as hell. I haven't been playing but I'll probably wait till they change that. Raise the price or the energy upkeep or something, don't just straight up put a cap on them. What am I supposed to do with all my money near the later parts of the infection when I have max pop cap and all tech if I can't just build turrets in every alley or street.
yes they did! I wish at least they would allow unlimited defenses in the custom game area.
divinepurity Jun 26, 2022 @ 1:24pm 
Oh no they limited them? I hope they add an option to not cap them in the game customization. I love making large bases. That's terrible news.
Dark the Great  [developer] Jun 26, 2022 @ 4:49pm 
It would affect performance greatly. In some save files we say an excess of 60+ turrets which made counter attacks by the infected useless is my concern
Dark the Great  [developer] Jun 26, 2022 @ 4:51pm 
It would affect performance greatly. In some save files we saw an excess of 60+ turrets which made counter attacks by the infected useless is my concern. With the old system turret spam was a surefire way to just win easily was my concern . The cap is incredibly large honestly 30 normal turrets and 15 towers I believe. The medium Atlas Tower won't come from this pop since it's an active unit. We will just count it as 4 since they are mobile ones you can deploy and move around with your advancing parties. They come with their own security forces that maintain the tower
Last edited by Dark the Great; Jun 26, 2022 @ 4:55pm
MT4K | 神の狼 Jun 26, 2022 @ 5:32pm 
Originally posted by Dark the Great:
The medium Atlas Tower won't come from this pop since it's an active unit. We will just count it as 4 since they are mobile ones you can deploy and move around with your advancing parties. They come with their own security forces that maintain the tower

Not sure i like the sound of it taking up 4 pop which is already a pretty limited resource which will only become more limited as the map gets expanded, i'd prefer 2 or 3, but not having seen it yet or how well it will work i can't really judge if it warrants that cost.

i suppose it can always be adjusted in future, but my initial reaction to seeing it will cost 4 is a bit of an ouch. Oh the joys of balancing. Never will be perfect for any game :p I do like the idea of essentially a movable defence tower though.
the2pages Jun 26, 2022 @ 5:58pm 
Originally posted by Dark the Great:
It would affect performance greatly. In some save files we saw an excess of 60+ turrets which made counter attacks by the infected useless is my concern. With the old system turret spam was a surefire way to just win easily was my concern . The cap is incredibly large honestly 30 normal turrets and 15 towers I believe. The medium Atlas Tower won't come from this pop since it's an active unit. We will just count it as 4 since they are mobile ones you can deploy and move around with your advancing parties. They come with their own security forces that maintain the tower
If an infected counterattack is useless under the current system, wouldn't it make a lot more sense to beef up the infected's ability to probe and find weak spots in defenses rather than nerfing the players into the ground?

I'd rather mod the limit out of the game than anything else. There already aren't enough soldiers to hold territory, let alone turrets. It only takes a few infected getting through and behind the lines to threaten the entire defensive line. I think with short limits you'll just get players attempting to do less and opting for an even slower and more methodical approach that involves deconstructing and constructing new turrets as the line moves. A far less fun approach, but it's how the game will be played if limits are imposed.
Mmokii Jun 26, 2022 @ 6:19pm 
I think that limits imposed is a good thing however the current limits are far too little. If you have a fairly high difficulty especially, you get swarmed by infected so quickly that you can't even fend them off. Let alone if you helicopter multiple fronts when you are stuck with a limitation of only 20 turrets, my last save game i had it on the hardest difficulty and i nearly got wiped out at the very start by the infected due to the small start population and to top that off later mid game when i was trying to fight the infected on three fronts they had so many units spawning that they wiped out 50 spec ops units without a problem. Defenses are a crucial part especially as the map expands the limit will have to go up to accommodate this or else the limited pool of soldiers combined with little to no passive defenses will make it next to impossible to fight them, let alone with factions in the mix and fully functional.
saturn1 Jun 27, 2022 @ 1:23am 
Originally posted by Dark the Great:
It would affect performance greatly. In some save files we saw an excess of 60+ turrets which made counter attacks by the infected useless is my concern. With the old system turret spam was a surefire way to just win easily was my concern . The cap is incredibly large honestly 30 normal turrets and 15 towers I believe. The medium Atlas Tower won't come from this pop since it's an active unit. We will just count it as 4 since they are mobile ones you can deploy and move around with your advancing parties. They come with their own security forces that maintain the tower
So could you just make it a custom game option to increase turrents? you could even add a warning like "engine suggested limited is 20" or "performance may greatly impacted" or whatever you want. similar to like other games do like Mount and blade warband where you have the ability to custom turn up battle sizes which includes warnings about performance and engine limits...
Last edited by saturn1; Jun 27, 2022 @ 1:25am
fishzguppy Jun 27, 2022 @ 1:48am 
Originally posted by saturn1:
Originally posted by Dark the Great:
It would affect performance greatly. In some save files we saw an excess of 60+ turrets which made counter attacks by the infected useless is my concern. With the old system turret spam was a surefire way to just win easily was my concern . The cap is incredibly large honestly 30 normal turrets and 15 towers I believe. The medium Atlas Tower won't come from this pop since it's an active unit. We will just count it as 4 since they are mobile ones you can deploy and move around with your advancing parties. They come with their own security forces that maintain the tower
So could you just make it a custom game option to increase turrents? you could even add a warning like "engine suggested limited is 20" or "performance may greatly impacted" or whatever you want. similar to like other games do like Mount and blade warband where you have the ability to custom turn up battle sizes which includes warnings about performance and engine limits...
Yes I agree I think that this would be a great solution to the problem by letting the normal game function with the limits but having a custom option for people who want to press the limits a little.
saturn1 Jun 27, 2022 @ 4:10am 
Originally posted by Dondon1002:
I loved to play this game, as i have a good PC, and i loved especially to create enourms front lines that, by the end of the game, transformed completely the map. But now, with the limits on, seems that your frontline needs to advance like in a normal RTS. I know that's for Engine and development limitations at the moment, but would it be possible to remove those limits( or in game option or at the campaign settings) thanks to a button( with a big "Did will cause problem, do it at your risk")? It would be incredible to have back the limitless turrets
Yes i would love limits removed too, Even just as a custom game option with a warning
Dark the Great  [developer] Jun 27, 2022 @ 4:40am 
Originally posted by the2pages:
Originally posted by Dark the Great:
It would affect performance greatly. In some save files we saw an excess of 60+ turrets which made counter attacks by the infected useless is my concern. With the old system turret spam was a surefire way to just win easily was my concern . The cap is incredibly large honestly 30 normal turrets and 15 towers I believe. The medium Atlas Tower won't come from this pop since it's an active unit. We will just count it as 4 since they are mobile ones you can deploy and move around with your advancing parties. They come with their own security forces that maintain the tower
If an infected counterattack is useless under the current system, wouldn't it make a lot more sense to beef up the infected's ability to probe and find weak spots in defenses rather than nerfing the players into the ground?

I'd rather mod the limit out of the game than anything else. There already aren't enough soldiers to hold territory, let alone turrets. It only takes a few infected getting through and behind the lines to threaten the entire defensive line. I think with short limits you'll just get players attempting to do less and opting for an even slower and more methodical approach that involves deconstructing and constructing new turrets as the line moves. A far less fun approach, but it's how the game will be played if limits are imposed.
I don't think you understand the level we've seen some players use turrets. I'm talking 10+ generators 30+ turrets covering every inch of land.... it's ridiculous. To the point they would insta kill a Greg(levi) some limits must exist for strategy sake of offering some difficulty...
Last edited by Dark the Great; Jun 27, 2022 @ 4:41am
Dark the Great  [developer] Jun 27, 2022 @ 4:43am 
Originally posted by MT4K | 神の狼:
Originally posted by Dark the Great:
The medium Atlas Tower won't come from this pop since it's an active unit. We will just count it as 4 since they are mobile ones you can deploy and move around with your advancing parties. They come with their own security forces that maintain the tower

Not sure i like the sound of it taking up 4 pop which is already a pretty limited resource which will only become more limited as the map gets expanded, i'd prefer 2 or 3, but not having seen it yet or how well it will work i can't really judge if it warrants that cost.

i suppose it can always be adjusted in future, but my initial reaction to seeing it will cost 4 is a bit of an ouch. Oh the joys of balancing. Never will be perfect for any game :p I do like the idea of essentially a movable defence tower though.
4 is a start point for testing if it's deemed to much we"ll revise as needed. But this kinda structure is basically a power house in terms of defense. Gotta also consider we"ll add special AOE weapons to these like the grenade launcher. Customizing towers make the towers dangerous
Last edited by Dark the Great; Jun 27, 2022 @ 4:48am
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Date Posted: Jun 25, 2022 @ 8:48pm
Posts: 34