How to fix the SCU

Discussion in 'Suggestions & Feedback' started by Pink Kitty, Sep 13, 2017.

  1. Pink Kitty

    Pink Kitty Well-Known Member

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    So, i'm making some guesses here, because: no dev input.

    but, the SCU, it's packing and unpacking ability, auto repair, etc, have all changed the game forever.
    And in truth rendered a few existing gameplay elements utterly irrelevant.

    So, the following suggestions are based on the assumption that the gameplay style we have had, with one or more bases and us travelling around is what is wanted.

    The SCU: Good features. Things we want or need to keep:
    1. cleans up piles of wreckage.
    2. Warps in existing designs, meaning, we don't have to rebuilt brick by brick.
    3. Warps out tech, making cleanup somewhat easier.
    4. allows base relocation.

    Bad features: Things that render game elements meaningless or irrelevant.
    1. removes all need to transport nearly anything. Just throw [whatever] in the SCU, and unpack it at the other end. No need to even go there, just beam it in.
    2. As a result, it also removes all reason for escort missions, delivery missions, most if not all defence missions, materials deliveries, and any mission involving something needing to avoid destruction.
    3. Removes most need to defend. Just pack up and run.
    4. even with the power up time, it is still usually better to drop a SCU to clear up wreckage, and pack it away, that to drag scrap home with a magnet.

    suggestions to remove or reduce the bad things, while keeping the good things:
    1. Have the SCU draw power like shield generators. Large cost to power up, long power up time, small running cost, medium cost for doing stuff with it. This encourages building it into a base, and prevents the slapping of one down to clear up messes. We have magnets for a reason. It also encourages you to build up your infrastructure a bit for max convenience.
    2. Make it a lot heavier, so that carrying it around is more of an issue than it is now.
    3. Only have beam in/out and block painting work in the area near an active SCU. al;so make beaming in/out items be very vulnerable. Like, double or triple damage.
    4. Add a Teleport Beacon™ to allow beaming in a limited area, after a long power up. This allows you to pack up your base, move to a new area, wait while the beacon powers up, and beam your base back in. Make this beacon expensive, and fragile to prevent spam. also have it need to be anchored to unpack/work. you can also use this beacon in combat to try to beam stuff in in combat. It's not likely to work, but you can try, if you're desperate.
    5. Block painting only works in an active SCU field, like it used to. this makes the Venture mobile SCU far more valuable.
    6. Add a SCU dispenser. This simply dispenses blocks from inventory, quickly. This allows dispensing of blocks in the field, without needing the whole SCU set up. Also handy to pump 385 Trekker Wheels into a scrapper.
    7. Make the Venture mobile SCU more fragile, and more expensive.
    8. get rid of the magic 'enemies are too close' function. don't need it, if we can only beam inside a powered Teleport Beacon™ field.
    9. Write some fluff to explain why everyone doesn't have access to the SCU and or why SCU's interfere with each other. Also possibly something about people using SCU's to steal stuff, or SCU's damaging things that aren't specially made for SCU storage. To explain why we can't just throw everything into the SCU. also to explain why we still need to deliver stuff, rather than just beaming stuff everywhere.
    10. Add a small per-block assembly cost for beaming in techs. After all, in the real world, you pay for convenience.

    This should 'fix' most of the potential issues with the SCU, as it now is, and restore the theoretically ideal gameplay loop. along with restoring some logic to delivery missions, escort missions, raids etc.

    add any additional ideas or arguments below.

     
  2. Pink Kitty

    Pink Kitty Well-Known Member

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  3. Boomik

    Boomik ...

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    They're probably busy right now.

    How would it drain powe to put something down? Now, you don't need an SCU placed down to access your inventory.

     
  4. Kohta

    Kohta Well-Known Member

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    Considering how much I talked with you and others about this in the other thread, its obvious that I 100% support this.

     
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  5. Kohta

    Kohta Well-Known Member

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    SCU Lore:

    How do they work?
    An SCU works by linking two in a pair, one in the location that a corporation places it, and another located in the galactic space center stationed in the planet's orbit (or that corporations private space station and/or in an on planet storage facility). The two portals each create two miniature black holes (which are very dangerous and can become destabilized with the smallest amounts of interference), those black holes then link to each other (when calibrated properly) and form what is similar to a tunnel of sorts which moves matter at the speed of light. While all SCU units transport matter through the same plane of existence, they are not all connected by a "tunnel", so while it is theoretically possible to travel outside of one tunnel to another, doing so would rip techs and blocks into pieces beyond recovery or repair.

    Pirates and SCUs
    It has become a common practice by space pirates to use SCU units and use them in the theft of techs, blocks, and resources. Its because of incidents of pirates using SCU units to steal as they have that the galactic U.N. has placed strict laws around the production of SCU units, and heavy guidelines and licence requirements in order to even purchase or produce an SCU unit, as to prevent them from falling into the hands of pirates through legal means. Regardless of this some pirates still manage to get SCU units through the acts of theft and destruction of smaller outposts. Do to this ongoing use of SCUs in theft, most corporations have even gone as far to outlaw use of SCUs by third party transportation companies for the transportation of that corporation's cargo (In fear that the person they're hiring is a pirate in disguise).

     
    #5 Kohta, Sep 13, 2017
    Last edited: Sep 13, 2017
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  6. Legionite

    Legionite Airborne AI Assembler

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    The SCU can do this too right, or is it a cost restricted thing, meaning that it is a separate part for cost and balance reasons?

    An excellent reason to make the SCU a paid service. Gives a reason to create an "emergency selling base" incase you cannot pay for the 5% item transportation tax (dependent on the part demanded from the SCU) the SCU requires to operate.
    Storage loaning space I know for sure does not come free...o_O

    They would also charge you hard if they receive a message if you took something from a mission person and forcefully shoved it in your SCU, even though the SCU ignored collecting that item in particular.

    Then again, who knows where the 50+ GEO Corp Big One blocks all go in the canon? Maybe it ends just thrown into orbit contained within a expandable bag? Maybe it sits in your massive mothership in orbit that never gets mentioned? Perhaps it is stored in an alternate dimension!?!?:confused:

    I can already see what pirates would do if they got their hands on one. If that SCU was connected to the "corporations private space station", chances are that the pirates would be trying to take over the thing through the wormhole. They would be staging attacks with the AI modules they send through it!
    Even worse, raiding the thing from the inside with fully assembled Techs!

    That would be absolutely terrible if they got a hold of everyone's belongings. No more storage.
    For everyone.:eek:
    Maybe that's why GSO is run-down like they are in the lore

     
    #6 Legionite, Sep 13, 2017
    Last edited: Sep 13, 2017
  7. Boomik

    Boomik ...

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    The SCU is fine the way it is. It was always broken and has always been broken. The devs aren't going to waste more time trying to fix the SCU again. What they should've done is never added it i the first place, but now it's in the game, they can't remove it because of the community.

     
  8. Pink Kitty

    Pink Kitty Well-Known Member

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    How do you know what the devs are, or are not going to spend their time on?
    What do you know, that we do not?

     
  9. Boomik

    Boomik ...

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    An SCU storage device shouldn't even exist. Infinite storage is not possible. Also, they've spent time putting SCU's into TC's, optimizing the SCU, trying to fix it. Infinite storage should not exist no matter how much it'll cost or whatever.

     
  10. JimmyBlether

    JimmyBlether SFS SUPREME COMMANDER

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    Err, so you lot want to seriously nerf the SCU then. I don't know. There does have to be a limit on the tech placement and block painting thing (payload removed the 'when SCU active you can place blocks). Please do not über nerf it guys.

     
  11. Pink Kitty

    Pink Kitty Well-Known Member

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    Your opinion is noted. And You didn't answer the question: How do you know what the devs are, or are not going to spend their time on?
    What do you know, that we do not?

     
  12. Kohta

    Kohta Well-Known Member

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    Yup yup, unless the corporation SCU they stole was one linked to the U.N. Galactic Space Center, then they'ed be wiped out trying to invade that. Besides, if one SCU is stolen, then I corperation can simply shut down the SCUs linked to it (unless they're not quick enough!!!), and recalibrate them to no longer be linked to it upon reboot. So the only real threat from stolen SCUs would be in person theft using them.

     
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  13. Legionite

    Legionite Airborne AI Assembler

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    I can agree on this, if all of the nerfs listed above are implemented into the game (like what they did with the mortar buff suggestions), chances are that the SCU may become more of a burden that gets left in one place (at a base) and is only used when the lag gets real bad (which was their intended purpose).

    Better than the Trading Station, but has to be treated as a waste dump mostly due to the inconvenience required to operate it's "extract" functions. The extraction of blocks becomes a late-game luxury.

    I would highly suggest a vote/poll for the nerf to figure out the best options to nerf it without destroying the "collection method" that greatly reduces lag.

    The best option I can think of that greatly reduces lag without the SCU is to disable physics for lone blocks that touch the ground (or colliding with other blocks touching the ground after 2 seconds), fixing them in place until grabbed again by the player, scrap magnet, or SCU.

     
  14. Boomik

    Boomik ...

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  15. Pink Kitty

    Pink Kitty Well-Known Member

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    And again, you didn't answer either part of the question.

    And no, pointing to the single part of a different post where you used the word 'probably' changes nothing about what you claimed in the other two posts.

    I can't even put it down to English as a Second Language, because this is a logical failure, not a linguistic problem.

    All i can assume from the exchange is: 'I Bøømik, overstated my case, and do not wish to lose face by admitting it. Therefore i will imply that you misunderstand, and that my new position is the position i always had.'

    In essence, you stated your opinion as though it were fact.
    might wanna keep an eye on that.

     
  16. Boomik

    Boomik ...

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    The way you're pointing out all of my mistakes and using the term "lose face" makes me think you're Chinese... (not to be rude or anything it just seems like it)

     
  17. Pink Kitty

    Pink Kitty Well-Known Member

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    Asia certainly coined the term.

    But it's a common concept the world over.
    Rather than say 'oops, my bad.' Almost everyone will double down and try to make out that they were right, all along.

    So, are you still certain that you know what the devs will and will not do?
    Or it it just a little oops?

     
  18. Boomik

    Boomik ...

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    I made a guess on what they'd probably do. And I said that they had to fix the SCU a number of times before to optimize it, and then I gave it my opinion.

     
  19. Pink Kitty

    Pink Kitty Well-Known Member

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    Ok. So oops then?

     
  20. Zed

    Zed Well-Known Member

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    While "Auto-Repair" could be considered an indirect benefit of packing a tech and then unpacking it (if previously snapshotted) the fact that blockstates (such as damage incurred / battery charge levels) should not be considered a primary feature. Additionally, it seems to me that your 4 primary listed benefits are what we have now as opposed to "what was"; an easy example is that base relocation (through loading / sending tech to SCU) is in direct contravention with "the gameplay style we had with one or more bases..."


    I presume your first point about transporting pertains mostly to resources with collector pads; which remain vital due to the new seam automining incorporated into gameplay concurrently with these "modern" SCU abilities. Regarding the 2nd point pertaining to resource delivery / escort missions all of these potential quest types remain valid as long as the blocks being transported remain the property of a 3rd party and cannot be sent to the player's SCU. Defense missions from my perspective remain unchanged (scaredy cat mission) and are not impacted by the SCU updates other than sending the tech in its entirety to storage as opposed to grasping the "scruff of the neck" block so the tech would dissassemble and be collected by an active SCU field block by block.

    The third point is also dubious, as by the time a player is under attack SCU advanced functions are already disabled; regarding the fourth point magnets remain a useful manner to speed up collection with SCUs.


    1. Requiring the SCU to run off of solar power seems to be merely a punitive nerf which has little to no function within gameplay other than to give more aggressive players the ability to destroy a fellow player's SCU within multiplayer while solar generators extend and begin to power a player's SCU.
    2. Since the SCU is capable of Anchoring itself increasing the weight again seems mostly punitive and will not impact fundamental game mechanics.
    3. I agree, provided that GSO trading SCU's also count and generate this field of coverage.
    4. Given point 3 this type of block seems to serve no purpose as a player can place an active SCU to generate the field; if reworked into a powered SCU field blocker (and generates a visible "bubble" to prevent other players from loading / storing techs within a multiplayer setting this could be an interesting concept.
    5. Please clarify "block painting" in this context.
    6. Dispensing blocks one by one by item seems cumbersome from a coding perspective; ultimately the purpose of the SCU is to grant player the opportunity to manually scrap blocks at their convenience.
    7. I agree; also prevent it from generating the field in #3 as it cannot be anchored independently to the ground.
    8. I disagree; the clashing magnetic field of an enemy tech / weapons fire in the area should be sufficient to prevent the more advanced functions of an SCU for balance reasons.
    9. Please Clarify and elaborate with campaign mode gameplay balance in mind.
    10. While the advanced features of an SCU are a convenience "Fees" should not be part of the equation in my opinion; particularly if the player is using their own SCU with which to summon their creations.


     

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