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Showing results for tags 'server performance'.
Hi guys, myself and a friend have started playing the game recently, loving it so far... anyway here's the idea: Problem Everyone that tries the game out, even if they play for just 1 day will have at least 2 cores to their name (their hover bike and their sanctuary XS static core), each of them cores take up compute on your end, as the game gets further and further down the line your systems are gonna get more and more inundated with these persistent entities in the world. To make it worse most people won't just have 2 cores, we've not been playing long and the cores are already piling up. I'm sure I don't need to go into the details of everything you need to do for every core, including tracking the state every component is in, the position in the game it occupies, ownership rights etc, etc... And yes we understand PvP areas will eventually declutter this sort of thing naturally but Sanctuary and around the Arkship will be persistent forever. Solution Stay with me on this, by the time we're out the otherside I think you can agree it'll be quite cool. Require every core to have an upkeep, this means if the upkeep isn't met the core's elements all become non-functional and the player gets 7 days to add more upkeep, if they don't add more upkeep within 7 days the core is compactified into their inventory or whatever (mail system?). So that brings us on to 2 additional parts of the idea: 1) The upkeep of cores would be paid by "fueling" them with a special "core fuel" (or a much better creative name ofc), each core increasing with size would have an amount of "core fuel" they can store and they all burn through the same amount each day (we were using the idea of 1,000 but you could make it whatever felt good), for example a "Dynamic Core XS" might have a 3,000 max limit (so 3 days of fuel at a time) where as a "Static Core M" might have 14,000 limit (or 14 days) - we thought static cores should have more as you might want to leave a factory running on a moon or something while you are off doing other things. 2) But how do we make the "core fuel", well we thought it would be good if you could make it in your nanopack (so no industry necessary) but also you could add it to the chemical industry as well for mass production, ingredients would be Oxygen + Hydrogen making it very cheap and available to everyone who is remotely active. Benefits Players who leave don't have some crazy cores just lying about taking up compute for no real reason. A new resource to be bartered with, traded and potentially a whole new industry, people could setup "core fuel" farms to sell at Market (creating player interaction). Players that take a break will have all their designs neatly compactified for them to easily start back up on re-subscribing. As Organisations grow and grow they will need to balance a resource or buy it from the Market (the other side of the player interaction mentioned above). An easy new part of the talent tree to add "Core Fuel Creation Time -5%" etc Of course all numbers are easily adjusted.