Do you believe that no one in Starmade deliberately exploits lag to gain advantage for their turrets & drones against other players?
i believe that its a small enough problem that its not worth mentioning. ive played on every major server for years and ive never experienced this. im sure someone out there is maliciously abusing mechanics to lag people using turrets, but its never happened to me and ive never seen it happen in years of experience. theres a big difference between "its a huge problem!" and "well theres got to be someone doing it somewhere!" what i have seen occasionally is people abusing logic connections to lag people or crash servers just to be assholes, or newer players who dont know what theyre doing stacking tons of missile outputs or m/m launchers and firing 5000 missiles instantly and crashing the server.
Also, I'd love to see a link to your proof that "factually" demonstrates how a 50k or 100k powered turret on a MDP has less firepower than a 50k or 100k ship. It seems unlikely in the extreme to be a comprehensive treatment, but it's always possible.
anytime were both free with some time i can show you how this is the case. but your comparing apples to oranges with your stationary target vs ship comparison. a proper one would be a 100k ship with 10k turrets compared to 10k ships. stations arent worth a shit in the first place because theyre, well, stationary.
I haven't "shit on" anything, I've stated several times that if docked power hadn't been abused literally for years to overcome the power curves (which might as well not even exist along with auxiliaries, but DO, proving developer intent to resist infinite power scalabilty)
"nfinite scalability" is a loaded term. "scalability is not a boolean" lol... just cause it doesnt scale well doesnt mean it doesnt scale, so basically everything in this games infinitely scalable. at least till the point your entity is too big to load in. power scales terribly even with aux, so it still serves the purpose of making smaller ships that dont need aux on the base entity far more efficient than larger ships, so aux serves that purpose well... and since fleets dont get along well with aux it sure helps keep effective fleet ships smaller.
additionally, perfect efficiency self powered turrets may scale well, but since the base entity theyre attached to doesnt, the ship still drastically loses efficiency as it gets larger, and each turret adds considerable ship weight. you ideally want to keep the main ship small enough to not need aux power to keep it efficient.
I genuinely believe that most people who embrace the AI meta dont even understand why it's the bomb, but I hope you are aware that some individuals are very aware of it. It only takes 1 or 2 people on a MP server deliberately doing it to ruin everyone else's fun. Hell, it only takes one bored idiot with all day to spend on MP doing it out of pure ignorance and just being stoked about how invincible his ship is to ruin it for everyone else.
i build complicated ships with self powered turrets, and i dont lag people out in fights so that they cant fire their weapons., and none of the similarbuilt ships ive fought have caused my main ship weapons to not work. id agree many players dont really understand why things are good or bad, they just follow what they hear... but theyre certainly not invincible because i regularly target and kill them, and use player aimed guns while i do it. =D
the reason i believe a fix is necessary has nothing to do with turret lag abuse, its because when complicated high entity count ships break apart when they start to lose a fight, they cause massive lag. whether from large self powered turrets or large docked shields and armor. ive experienced server crashes when i fought people in powerful but poorly built for stability ships, when they started to lose docks. this is a huge problem, but its entirely different than saying people abuse lots of turrets to lag you out so you cant fight back. it can be partially mitigated by designing your docks to not clip in and separate well, which is what ive been learning to do recently.
i have also been super lagged out when 2 massive titans decide to duke it out, cause the games just not designed to handle multiple 500k+ mass 300+ entity ships smashing each other to bits, and id love to see some more soft encouragement to build smaller.
Does intent even matter in this case, if the dynamic still results in an OP meta through AI turrets on laggy entities? It would seem to amount to the same effect in gameplay terms - severe imbalance & wasting dev team time by crippling multiple features intended to balance combat (power caps & maneuverability penalties - both checks against gigantism).
if i believed as you do, that turrets inherently cause tons of lag and make the game unplayable manually, id TOTALLY agree with you. i would not think intent matters at all, and your line of reasoning would make complete sense. but in my experience thats just not the case. the lag comes from oversized ships, too many missile outputs, or aforementoned complicated fancy docked ships breaking apart when they lose (which shouldnt be happening against me if theyre invincible to player aimed guns because lag), and i have thousands of fights against various such ships to back this up. im open to an example of a ship that causes the effect you described.
in the end, for ^ different reasons, i still think a raildock fix in general is necessary, so id say in a way we agree.
[doublepost=1495673053,1495672681][/doublepost]just something to think about:
if turrets are causing mass "lag exploits" and rendering main guns useless, why are you just advocating for removing their ability to self power? surely someone could make non self powered turrets that also lag you, and get the same result even with less efficiency, since you cant fight back unless you also use turrets. the turret is the inherent problem here, not its power source.
should we not remove turrets and raildocks entirely?