I understand people always say is a million sector big but the thing is, actual quality resources are far lower than that. Between empty fields, dead asteriod fields, or enemy ambushes the number gets lowered down so dramatically, that the amount of available resources to players are actually relatively lower. Take hidden mass for example, yestorday i must've searched over hundreds of hidden masses and only found 20 or so valuable stuff with claimable asteriods or wreckages that nets huge yield in ore. This is about 50:1 ratio, then you minus the empty spaces and sectors owned by other factions, this number gets lower and lower as you calculate.
Now, even if this total number of available resources is like 20k in actuality, that is still a lot for singleplayers. But, the problem comes with multiplayer servers where 35 people all consuming this available net of stuff, making early asteriod field non-existent and late game Avorions scarce. Any new player who joining this server will find themselves incredibly resource staved and kept stumpling on already explored, now dead sectors. Now, you can always say there are infinite spawning enemies, but the quality and quantity of their salvageable ores are far lower than big wreckage you can find. With end game ships costing millions of credits and ores to produce, sustainability in obtainable resources may become a necessity for a fair environment in multiplayer.
I understand that respawning system may produce a dramatic toll on the game's stability, but there are already mods currently that allow respawning asteriods. Making a respawning system that runs very slow (Say 10 days per respawn in real life game time) will keep the systems alive without setting the server on fire. I really hope the dev can implant this AT LEAST as an option, to give people a sense of sustainability. This will also somewhat keeps the game refreshing even if you are in an older world.
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Cyka
I understand people always say is a million sector big but the thing is, actual quality resources are far lower than that. Between empty fields, dead asteriod fields, or enemy ambushes the number gets lowered down so dramatically, that the amount of available resources to players are actually relatively lower. Take hidden mass for example, yestorday i must've searched over hundreds of hidden masses and only found 20 or so valuable stuff with claimable asteriods or wreckages that nets huge yield in ore. This is about 50:1 ratio, then you minus the empty spaces and sectors owned by other factions, this number gets lower and lower as you calculate.
Now, even if this total number of available resources is like 20k in actuality, that is still a lot for singleplayers. But, the problem comes with multiplayer servers where 35 people all consuming this available net of stuff, making early asteriod field non-existent and late game Avorions scarce. Any new player who joining this server will find themselves incredibly resource staved and kept stumpling on already explored, now dead sectors. Now, you can always say there are infinite spawning enemies, but the quality and quantity of their salvageable ores are far lower than big wreckage you can find. With end game ships costing millions of credits and ores to produce, sustainability in obtainable resources may become a necessity for a fair environment in multiplayer.
I understand that respawning system may produce a dramatic toll on the game's stability, but there are already mods currently that allow respawning asteriods. Making a respawning system that runs very slow (Say 10 days per respawn in real life game time) will keep the systems alive without setting the server on fire. I really hope the dev can implant this AT LEAST as an option, to give people a sense of sustainability. This will also somewhat keeps the game refreshing even if you are in an older world.
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