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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.
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.
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.
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.
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.
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:
I cannot make such a change to the scenario. Server owners can make such changes themselves if they so wish.
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.