![]() Originally posted by Tom7i:It's part of the same systemic problem i've been mentioning for years now and one of the primary reasons for why i'll probably never play EGS - the devs have a nasty habit for hard-coding stuff that should be optional but has to be coded shut so they don't have to deal with fixing it. Excellent work.ĮTA: I do agree with OP and certain others however, the tiers should ideally not be hard coded, as discussed in other similar threads. This should be at the top of a pinned thread. You can still build over this limit, but early game especially it encourages a player to build specialized craft, or craft with a limited number of features, as would be appropriate for a player just starting the game.īest description and summary of CPU tiers I've seen anywhere. Originally posted by Sabaithal:Tier 1 - Default. I'm hoping it will eventually replace the 'level tree' we currently have. So the CPU system can very much be seen as a system of player progression, and can encourage changes in playstyle. Both of my combat CVs use Tier 4 limits without exceeding them. Heavy tanks, battleships, all-in-one ships, are all here. And top be perfectly honest, there isn't much that would exceed Tier-4 limits unless you are trying to make it insanely huge. ![]() Though personally, I would prefer to be able to build them, even if they are expensive. Most of the complex multi-purpose craft will be here. This encourages the player to further branch out their playstyle if they haven't been doing this already. At this point, you will need to either use your Tier 2 resources to raid POIs to get the components, or trade with Polaris. Most economy heavy tanks, and medium tanks will be here, as well as specialized destroyers meant for specific roles. Tier 3 - For craft that is too heavy for Tier 2. I even built a bombing frigate in this catagory. A skilled player can build a craft capable of attacking a POI with this limit. Usually for ONE specific role (mining, POI raiding, cargo transport, ect). And most specialized craft will be found here. It still allows you to have weapon capability with limited resources. Though chances are you won't have a heavy tank, or a battleship with this. Weaponized craft are much more attractive with this limit. Tier 2 - Once you get access to sathium and neodynium. You can still build over this limit, but early game especially it encourages a player to build specialized craft, or craft with a limited number of features, as would be appropriate for a player just starting the game. Ok, let me break it down for you, since you seem to be having problems figuring this out. Adhering to the limit offers the benefit of NO penalties. Originally posted by BlazeD:"They say it's 'intended to allow specialization', but even highly specialized ships are still over the tier1 limits, and it offers no benefits for adhering to a limit, only penalties." ![]() As long as the rules are not stifling, which they certainly are not, creativity can be improved by some of these limitations. How can a more unusual design pop up as a result of limitations? Necessity is the mother of invention, and I have already thought of several ways to circumvent the CPU system when necessary without having to turn it off. Have you considered that maybe this isn't a game that is supposed to pander to every little thing a fickle playerbase asks for, but rather is the developers vision, the developers wants and plans? I don't care that no one asked for CPU, because I can see more or less the reason for its implementation, it saves me putting RCS everywhere, and it established a more baseline version of quality control in the abstract, while also potentially allowing for more unusual designs to pop up as a result of limitations. That's a rather closeminded view of it, ironically. They say it's 'intended to allow specialization', but even highly specialized ships are still over the tier1 limits, and it offers no benefits for adhering to a limit, only penalties. And then the devs insist on adding systems like this one that absolutely noone asked for. To a lot of people, myself included, it may as well almost be a finished product, albeit one badly needing optimization. This will likely change once the developers are satisfied with the CPU system state. We are testing an ALPHA, not playing a finished product. Originally posted by BlazeD:The reason is so people use the same system to provide consistent feedback.
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