Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
Pigeonholed into modular carrier gameplay
Lets face it the only way to play RE2 is to build a massive boring modular carrier to get past CPU limits both early and late game that you will spend 90% of your time on ferrying your much cooler but now much smaller battle cruiser, CV miner, SV miner.

The reward of progression should be swapping to bigger better ships as you go, right now its just sit in the same carrier that you built 100+ hours ago while you look at the ship you want to be flying in that is just parked on your deck.

Turbines should be viable in "combat" vessels with drastically reduced CPU costs so you can ditch carrier game play if you so choose to when you reach that progression milestone.

A lot of the basic necessities should be free from CPU penalties, if you want to shove 10 constructors into a battle cruiser you're already punished from the space and weight and power that those constructors occupy and use you shouldn't be charged 8750 CPU per too, containers, medical devices, food creation why do these even have a CPU cost still attached to them when you're already limiting ships with high cost thrusters, armour, shields and weapons. Especially considering they are often used for aesthetic reasons too.

Even if you remove the CPU penalties from these, modular game play will still have a viable and strong place, having a separate generator to power a bunch of constructors that isn't sapping your power or costing you CPU for another generator still makes sense, but isn't now the only viable way to play RE2 without feeling like you are being punished for not cheesing the CPU limits.

Special role ships are fine, being forced to ferry all those ships on a modular carrier because you literally need a flying farm / production / storage / non fuel sapping vessel makes for boring non rewarding gameplay.
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Showing 1-15 of 18 comments
Thankfully, there are some who are willing and able to devote the time to removing some of the onerous features and make it a bit easier to play. One such mod in development is Ad Astra 2, having enjoyed the more relaxed Ad Astra 1 (based off RE1) I'm looking forward to it.
Dratcha Jan 18 @ 8:15am 
I think the idea of a ship that can do everything will get boring really fast. If you have that all in one ship that is maxed out in everything, what is left to work towards? I really like carriers and different ships for different tasks. It gives us so much more freedom to experiment and play.
SGT Roc/K/ Jan 18 @ 10:54am 
I tend to play using one builders group of ships, so as I progress I move from a smaller to a larger ship (using his Battle Fleet group as an example, from Achilles to Tehtys to Kronos to Hades.) I tend to keep these ships for later use also rather than salvaging them after building the next.

My biggest complaint about the carrier setup is that CV to CV docking can be problematic and very frustrating - using one main ship which carries a few HVs and SVs fits my style better.
Vermillion  [developer] Jan 18 @ 3:10pm 
You CHOSE to worsen your experience by making a modular carrier instead of a base or multiple bases to handle bulk storage and crafing. And by not making a base, you're also cutting out a sizable chunk of progressable content designed to smooth ship transitions in the exact way you want.
I can tell you're carrying everything you own with you, which means you're spending 3x more CPU and fuel on thrusters and generators to move all that extra mass. If you offloaded it into bases, you would have all the CPU you want for other stuff.
I see your point, do you build a base near Drone Space, Legacy Space, and in Progenitor Space to work from or do you go back and forth to a centralized base somewhere?
Senti Jan 18 @ 4:22pm 
Originally posted by SGT Roc/K/:
I see your point, do you build a base near Drone Space, Legacy Space, and in Progenitor Space to work from or do you go back and forth to a centralized base somewhere?

this right here is why it drives me nuts that there aren't significantly longer range teleportation methods. 100LY on quantum teleporters isn't really functionally different from the 25LY option, it gets you nowhere. I've built long teleportation chains to circumvent this but they are so tedious to use. carriers are pretty much mandatory due to certain parts of game content being so widespread, which is fine, but they are too widespread to realistically make proper use of bases.

making teleporters useful would fix this overnight.
Vermillion  [developer] Jan 18 @ 5:11pm 
If teleporter range gets too far, it will lag you and potentially crash your client or servers (if playing MP) every time someone activates their teleporter.
The server runs a query of every POI within range of that teleporter (which it does by pinging every single playfield to ensure that the POI is there, active and an applicable target) which means that a 500 LY teleport range will check over 250 stars with thousands of playfields and query every single one of them looking for teleport targets.
Do you know what happens if a player spams their teleporter? It crashes a server.

Want better teleporters? Get Eleon to add better teleporter... or portals. Ones without all the querying.
ravien_ff  [developer] Jan 18 @ 5:51pm 
Yeah these suggestions we can't do anything about. I already experimented with adding warp gates players could build that would allow them to teleport ships, but it's simply not feasible to do.
Last edited by ravien_ff; Jan 18 @ 5:51pm
The MP server I play on has teleporter ranges of 3000 LY.
ravien_ff  [developer] Jan 18 @ 7:43pm 
Originally posted by HurtfulPlayer97:
The MP server I play on has teleporter ranges of 3000 LY.

And how many average players? I would hate to see the teleport screen if it's a busy server!

*edit* just to add that many of the servers that make changes like that also greatly reduce the size of the galaxy.
Last edited by ravien_ff; Jan 18 @ 7:44pm
Gavodir Jan 18 @ 9:55pm 
Is that really the only way to play RE2 because I don't do any of that. I find advanced plasma turbines worth putting on my combat CV and I may eventually make a CV to stash excess stuff but I'm certainly not taking it everywhere with me. It just chills by a star like a base that I can relocate. I also just buy food and pent so no messing around with dirt.
Senti Jan 19 @ 9:34am 
That's a real shame about how teleporters are designed. I know the HWS boys have had something like portals for a while but from what I understand they require someone with administrator privileges to make them functional. I enjoy playing with carriers, but I enjoy base networks too and the current meta makes them unfeasible. point-to-point 1000LY~ teleportation is the dream.
Originally posted by ravien_ff:
Originally posted by HurtfulPlayer97:
The MP server I play on has teleporter ranges of 3000 LY.

And how many average players? I would hate to see the teleport screen if it's a busy server!

*edit* just to add that many of the servers that make changes like that also greatly reduce the size of the galaxy.
There are 30 plus players on at times and the galaxy is not reduced. It's the Unknown Skys Galaxy server. USG.
The 3000 LY teleporters work fine.
ravien_ff  [developer] Jan 19 @ 5:11pm 
Originally posted by HurtfulPlayer97:
Originally posted by ravien_ff:

And how many average players? I would hate to see the teleport screen if it's a busy server!

*edit* just to add that many of the servers that make changes like that also greatly reduce the size of the galaxy.
There are 30 plus players on at times and the galaxy is not reduced. It's the Unknown Skys Galaxy server. USG.
The 3000 LY teleporters work fine.

It's also a heavily customized and modded server specifically created for performance in MP.
Again, you can't use that to just say "just make teleporters have 3000 range!"

Just because it works on a heavily modified custom server with custom mods that have made many changes specifically for MP performance, doesn't mean it will work for Empyrion MP as a whole.
Just as an example, here are the hardware specs of that server:
- Dual e5-2697's V4 Xeons @ 3.06 Ghz (32 cores, 64 Threads, Entirely Dedicated to Empyrion) - 512gb DDR4 Ram - Windows Server 2019 - 2x Samsung evo 970 Pro SSD's PCIE-NVME Super Fast!! - 8x 15kRpm 600GB SAS Drives - Gigabit network

I cannot make such a change to the scenario. Server owners can make such changes themselves if they so wish.
Last edited by ravien_ff; Jan 19 @ 5:12pm
Zoggy Jan 20 @ 4:33pm 
I recommend 2 types of bases to start - a dedicated processing/building hub (usually on a planet ) and a cheap-ish smallish solar outpost design with some repair/processing capabilities when exploring a new interesting system/ area.( for basic rearming/repair/loot storage)

you might build only a few hubs but lots more outposts while playing.
A dedicated cv miner can double up as warp transport between hubs and outposts to resupply.
I prefer a new basic mini hub setup near each zone personally and outposts near interesting systems suns.

( you can always salvage outposts if you don't want to abandon the resources you sink into them when done in an area)

lots of ways to play the game and have fun-don't assume only one way to play.

(you can for example try limiting your self to 1 combat cv - 1 cv miner - 1 sv 1hv -2 outposts ( A no cv to cv docking challenge ))

Try to limit production on a cv as much as possible as not fuel efficient. A couple constructors/deconstructions for ammo etc is fine but any more should really be at a outpost/hub.
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