Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Galaxy 1.11
Raphael 21 Jun, 2021 @ 11:49am
Enhanced POI exploring
Hello,

first of all: Thank you for this modification!

In this thread I would like to discuss improvements for the exploration of POIs.

Reason
- In my current playthrough, I have noticed that certain infantry weapon values and medicine, as well as enemies in certain constellations, make the solo exploration of POIs unnecessarily difficult and reduce the fun of the game.

What I am talking about?
  • Values that do not make sense
  • Jumpscares of enemies / unreasonable spawns / Predictability


Values that do not make sense
We are a weapon-trained soldier of a combat unit. Why doesn't it feel like it? Why does it take 2.5 seconds to change the clip of an assault rifle? (especially in a Sci-Fi universe, where weapon development should be even more advanced)? Especially in situations with "jumpscare" spawns of multiple enemies, at least I often get into trouble because of the too long reload times.
Some suggestions to tackle this:
  • Generally reduce reload times
  • Create Boosters, which reduces reload times (if possible)
  • Create specialiced Weapon upgrades (T3 or so) with bigger clip size and/or lower reload times

While I am reloading I try to flee - depending on the enemy I get some minor wounds or infections. After administering medicine, however, it often happens that I am caught directly by exactly the same infection again.
Suggestion: Give the player temporary immunity against parasites/infections/etc. for a short time after administering a shot. (For example 30s) I mean - the contents of the syringe are still fresh in the bloodstream after all.


Jumpscares of enemies / unreasonable spawns / Predictability
I know that this modification only affects POIs in a small way. However, inappropriate spawns are a real fun killer for me. And maybe you can do something about it with your mod?
What exactly do I mean?
When exploring an alien facility, it's only natural to be cautious. There could be something lurking everywhere. In this regard, I like most of the original Zirax bases - Here, all spawn points are marked and usually destructible. This makes the enemies predictable within certain limits.
Some institutions, however, make it a point to be "unfair" in some places. (For example, "Abandoned Depot" just before the core).
For one thing, the spawn points here are not recognisable - so they cannot be destroyed without using lots of explosives or the like and aiming randomly. For another, some spawns are also unreasonable in what and how much they spawn. If three "watchers" suddenly appear from what appears to be an air shaft (1 block in size), this is simply not logical. A creature that large cannot move that fast - if at all - in such a confined space.
From my point of view, this is bad level design.

What would I wish for?
  • As far as possible: Make most of the spawn points visible + destructible as far as technically possible. (Texture override?) The Player should have the possibility to block opponents.
  • For your own structures: Think about when spawns happen.
    For most spawns, predictability should be a basic rule. Alternatively, the enemies should be there from the beginning. Only in very few exceptions should "jumpscares" be allowed (spawns directly next to the player). Every other NPC spawn should always be logical explainable (where did he come from?)

In my opinion, there is a fine line between improving the difficulty and simple unfairness regarding POIs.

Thanks for your time!
Last edited by Raphael; 21 Jun, 2021 @ 11:57am
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Showing 1-2 of 2 comments
Vermillion  [developer] 21 Jun, 2021 @ 5:09pm 
Abandoned POIs and any non-zirax POI do not use spawner pads. This is a game decision by Eleon and will be maintained in Reforged Galaxy.
Spawner Pads (in the lore) are one-way teleporters used to supply clone troops when activated.
The invisible spawners are there to represent normal creature/troop spawns and typically do not respawn. Those that do are usually tied to a specific texture (Scorpion/Spider via Vent texture) or a "hole" in a block and produce only a single unit one to two minutes after the existing one has been killed.

Spawner activation is tied to slightly-larger than the dimensions of a room, usually. If they were to all activate the instant you entered the base, your FPS would die (happens in the Infector Dungeon on the bottom level) so there is always a delay between a spawner producing spawns and an overly hasty player entering a room.

Weapon reload times are being adjusted for the next update but nothing else will be changed.
Reload times are based on real life weapon reload times, shortened as much as physically possible. Just because it's the future, doesn't mean you can load a drum magazine onto a Heavy Assault Rifle any faster since it relies on the user and not some kind of mechanical augment.

Temporary immunity from using medical items is potentially possible, but may cause side-effects or not be functional. For the most part, it would require me to make a dozen new status effects to be tied in with the medical items to handle it.
This would also not apply to non-disease-based status effects like Broken Legs, Open Wounds or Dermal Burns since those are injuries, not status effects.
I will add it to the list.
Last edited by Vermillion; 21 Jun, 2021 @ 5:12pm
Raphael 22 Jun, 2021 @ 10:08am 
Hello Vermillion,

thanks for your reply!

Regarding reload times:
I agree - there are known physical limits to reloading mechanical weapons.
Why I brought up the topic of the future here: Through better usability or a different design of the reloading mechanism, the reloading time could be further below the known values.
For example, a device supported by electromagnetism, motors and sensors could make the loading of the first bullet fully automatic, so that only the clip would have to be changed. The sensors could also automatically unlock the clip holder, etc. I could imagine many other developments in this field, even a completely different clip/reloading concept.
From my point of view, simple T1 weapons can be "old fashioned". However, as the technology level increases, I could very well imagine lower reloading times due to corresponding better usability.


Regarding Spawners:
I understand, why the spawn activation is bound to a field. What I could well imagine, to tackle the performance issue however, would be a complete spawning of all units of a facility via queue, with closer spawn points higher in the queue. At the same time, there would be a configurable queue processing limit (X entries per second). Far away opponents would simply be in standby and be woken up by the existing "local spawn area" as soon as a player enters this area. This way sniping in long hallways becomes possible, because the target already exists ;)
However, this is an aspect that Eleon would have to implement.
The only workaround I could imagine here would be via a temporally, not locally delayed triggering of the spawns when entering a POI. However, I don't know if self-made scripts for POIs allow this.

Regarding Immunity
It is completly logical and understandable, that only disease-based effects are temporay blocked. I would be thrilled to see this in your mod!
Last edited by Raphael; 22 Jun, 2021 @ 10:20am
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