jlehtone wrote: ↑Fri, 26. May 23, 19:10
Lets assume "constant efficiency" (which current modules do not have). That is, that the space required by one XL storage would be same as space taken by
N L storage modules, that building the one XL would take the same time and resources and building those
N L's, and that the XL would have same capacity,
N million cubic metres. The only practical difference between XL and L would be the the effect on rendering, on performance.
Would there be a difference even in that?
i guess u did not fully understand the basic here
the basic thought is, or was :
when a station has 10 modules of the same kind ( 10x hull parts or energy cells or like u say storage ) the game has to render 10 modules. all the time. and a lot of other things...
1 storage module with lets say x5 ammount of storrage can replace 5 normal modules, that is a reducing of work the hardware on anyones Pc has to do ...
while 10 modules of a kind is just an example now
many ppl dont just have 10 or 20 modules...they havbe far more modules in 1 station...
i postet 1 side back an examplle station for 3x hull parts 5x weapon components 5 turret and 2x claytronic something like that .... over all more than 70 modules where needed to support 15 modules.. or lets say 55 additional modules where needed to support the 15.
thats a massive impact on the performance....and here the "experiemntal thinking " starts:
how to reduce the ammount of modules withpout to feel like " cheating ,modding,overpowering, and having an impact on the economy....
as example : habbitats...so far 1 L habbitat has space for 1k people.mostly for a bigger station u need at least 13 to 15 if not even more habbitats, to get the normal needed workforce for such a station-
for habbitats u need food and medical supplys.
so lets take a look at the argon food and medical supplys production chain.
u need definatly 1 of each.. wheat,spice, food medical, water.
so 1 habbitat needs 5 modules.
with the numbers u produce u end up like :
13 habbitats need 24 modules so ... 13+24 =37 modules over all ....
so the thought here is :
A: food itself becomes a universal ware like energy cells ( in this way 1 module for "food" will replace the food module for each faction , so far we have 5 different ones )
removing wheat or spice, and integrating "food" and 1 race ware like sunflovers, nostropoil, wheat( or spice ) as racial ware along with medical supplys into habbitats.
on this way each race has its owen habbitats, like now, has food, like now, medical supplys like now.
BUT it will save the building of wheat/spice ( depends what can be left out ) including a raise of the ammount of ppl a habbitat can have ( to have again less modules to build, )
b: XL modules like whenu have 5 or more modules of 1 kind.. that u can put them together into 1 module. while keeping the needed ressources for 5 modules, but having the 5x ammount of products with the same production cyccle of a single module.OR a normal module could also have a slider for workforce, according to the ammount of modules u put together. lets say u have 5 modules u put together so your 1 module can have the 5x ammount of workforce and is producing up to 70% more wares ( something like that ) according to this was a thought about upgrade modules for produktion modules, that affect a bit more and seems to be more viable.
c:having modules that can build more wares than just 1. so we can customies for example wich wares they should produce. while still needing the normal ressources.
for example : haveing 1 module that produes silicon waves and mettal and teladanium and still need ore and silicon and energy cells as ressource.but has only 1 module instead of 3 different.
this also could be a way to have less modules. it would also make sense when there would be a limit of wares a modules can produce , so that its being avoided that ppl just place 1 module while having all wares and ressources in 1 module only.
the point is, its not easy to avoid imersion breaking , or breaking a builders heart or the construction itself, since the construction is a hugh part of the game.
further its needed to realy watch out for traps all this thoughts have, since everything u change has an impact at the games economy.
its realy tricky to find an idea that can realy work and have an impact on the performance for everyone
we definatly can agree so far that hugh stations have an impact on the performance in a negative way