systems:customsystems

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systems:customsystems [2024/07/23 20:18] – [Other Features] gurpadminsystems:customsystems [2024/09/03 17:17] (current) – [Other Features] gurpadmin
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-==== Clean-Up-Rules ====+====== Custom Systems ====== 
 +===== Clean-Up-Rules =====
 To avoid your grid being cleaned up as soon as you get offline or too far from it, make sure it has one of the following conditions: To avoid your grid being cleaned up as soon as you get offline or too far from it, make sure it has one of the following conditions:
   * It has a beacon, an antenna or a survival kit on it. It doesn't need to be built, just placed   * It has a beacon, an antenna or a survival kit on it. It doesn't need to be built, just placed
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 Player grids are purged in you haven't been connected since 15 to 20 days. If you cannot get online before then, please create a ⁠staff-contact ticket to let us know.  Player grids are purged in you haven't been connected since 15 to 20 days. If you cannot get online before then, please create a ⁠staff-contact ticket to let us know. 
  
-==== Quadrants and Claims ====+===== Quadrants and Claims =====
 Since season 3, we introduced the [[https://gurp.life/|GURP map]]. Since season 3, we introduced the [[https://gurp.life/|GURP map]].
  
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 These quadrants and the method of claiming them on the map are **entirely optional**. This map (along with its mechanics) was discovered in ATK-07 (Season 3) - it is reasonable RP to reject the information that it displays. At the end of the day, a claim is just that - a claim - though obviously we hope that people will choose to engage with it.  These quadrants and the method of claiming them on the map are **entirely optional**. This map (along with its mechanics) was discovered in ATK-07 (Season 3) - it is reasonable RP to reject the information that it displays. At the end of the day, a claim is just that - a claim - though obviously we hope that people will choose to engage with it. 
  
-==== FOB system ====+===== FOB system =====
 **Forward Operating Bases** are now a thing. As a faction, you can opt to build a station and mark it as a 'FOB' by adding a FOB Beacon to it. If a warring faction has an active FOB, that FOB must be destroyed before their enemies may attack any other static assets. Bear in mind that if you build a FOB, the location of that FOB will be made public and shown on the [[https://gurp.life/|Gurp star map]]. Contrary to classic stations, a FOB can have up to 700 weapon points. **Forward Operating Bases** are now a thing. As a faction, you can opt to build a station and mark it as a 'FOB' by adding a FOB Beacon to it. If a warring faction has an active FOB, that FOB must be destroyed before their enemies may attack any other static assets. Bear in mind that if you build a FOB, the location of that FOB will be made public and shown on the [[https://gurp.life/|Gurp star map]]. Contrary to classic stations, a FOB can have up to 700 weapon points.
  
 === FOB can only be built in 0G. === === FOB can only be built in 0G. ===
  
-==== Max speed ====+===== Max speed =====
 To aid in the utility of smaller ships and help alleviate some of the standard Space Engineers 'Bigger is Better' factor, the smaller the ship, the higher its top speed. There is not a huge difference, but enough to have an impact on combat. The current limits for different sizes of ship are: To aid in the utility of smaller ships and help alleviate some of the standard Space Engineers 'Bigger is Better' factor, the smaller the ship, the higher its top speed. There is not a huge difference, but enough to have an impact on combat. The current limits for different sizes of ship are:
  
-**Small grid**: 125m/s+**Small grid**: 135m/s
  
-**T1**: 120m/s+**T1**: 130m/s
  
-**T2**: 115m/s+**T2**: 125m/s
  
 **T3**: 110m/s **T3**: 110m/s
  
 **T4**: 105m/s **T4**: 105m/s
- +===== Auto-stationing =====
-**T5**: 100m/s +
-==== Auto-stationing ====+
 Remembering things is hard. Forgot to pick up your child from school? Understandable. Forgot to feed your pets for 2 weeks? A shame, and now they're dead, but we get it. Forgot to station your T5 after moving it? UNACCEPTABLE. But there is a solution! On GURP, each restart grids get stationed as long as they follow these conditions: Remembering things is hard. Forgot to pick up your child from school? Understandable. Forgot to feed your pets for 2 weeks? A shame, and now they're dead, but we get it. Forgot to station your T5 after moving it? UNACCEPTABLE. But there is a solution! On GURP, each restart grids get stationed as long as they follow these conditions:
   - Has not moved in 12-15 minutes   - Has not moved in 12-15 minutes
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 All large grids not in gravity or close proximity to an asteroid are also stopped and stationed at each server restart. All large grids not in gravity or close proximity to an asteroid are also stopped and stationed at each server restart.
-==== Reflective Nanobots (pings) ====+===== Reflective Nanobots (pings) =====
 We are experimenting ways to prevent as much as possible having too many assets hidden in deep space, mainly with the intent of stopping endless wars. Called RIN for Reflective Intelligent Nanobots, this system will from time to time show to all online players a signal for a few seconds, potentially revealing hidden assets. The only way to be certain it will not happen is to be less than 350km from the center of any gravity fields (moons and planets) or to be within 150km of any claim station owned by your faction. We are experimenting ways to prevent as much as possible having too many assets hidden in deep space, mainly with the intent of stopping endless wars. Called RIN for Reflective Intelligent Nanobots, this system will from time to time show to all online players a signal for a few seconds, potentially revealing hidden assets. The only way to be certain it will not happen is to be less than 350km from the center of any gravity fields (moons and planets) or to be within 150km of any claim station owned by your faction.
-==== Upkeep and economy ====+ 
 +With season 5, lawless sectors now also shield from pings. These look like this on the map:  
 + 
 +{{:systems:lawless_sector.png?200|}} 
 +===== Upkeep and economy =====
 Large grid T3s, T4s, T5s, stations over 3000 blocks, and FOBs are charged an upkeep cost in credits every 5 minutes. This cost is automatically deducted from the faction bank account as long as someone from the faction is online. If you cannot pay, all major blocks on the grid will be disabled until upkeep can be charged. **Upkeep cost is halved for hangared grids.** If a ship is turned off by the upkeep, the faction must turn them on manually after adding money into the faction bank. The upkeep is only charged if someone from the faction is online. Large grid T3s, T4s, T5s, stations over 3000 blocks, and FOBs are charged an upkeep cost in credits every 5 minutes. This cost is automatically deducted from the faction bank account as long as someone from the faction is online. If you cannot pay, all major blocks on the grid will be disabled until upkeep can be charged. **Upkeep cost is halved for hangared grids.** If a ship is turned off by the upkeep, the faction must turn them on manually after adding money into the faction bank. The upkeep is only charged if someone from the faction is online.
  
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 To balance the economy, the stations acquisition contracts were nerfed to avoid gaining millions in one single contract. Specifically acquisition contracts involving rarer components.  To balance the economy, the stations acquisition contracts were nerfed to avoid gaining millions in one single contract. Specifically acquisition contracts involving rarer components. 
  
-==== Hacking blocks and firewalls ====+===== Hacking blocks and firewalls =====
 To use a hacking block, simply build one on the grid that you wish to claim control of and click "Begin Hacking" in the K menu of the hacking block. Hacking starts a timer, at the conclusion of which, the grid in question will be transferred to the hacking block owner. Hacking is considered a hostile action, so all rules around combat apply to use of these blocks and any rulebreaks will be treated the same as if you had destroyed the grid. Both Firewall and Hacking blocks must also be accessible on foot without needing to grind any blocks other than doors. To use a hacking block, simply build one on the grid that you wish to claim control of and click "Begin Hacking" in the K menu of the hacking block. Hacking starts a timer, at the conclusion of which, the grid in question will be transferred to the hacking block owner. Hacking is considered a hostile action, so all rules around combat apply to use of these blocks and any rulebreaks will be treated the same as if you had destroyed the grid. Both Firewall and Hacking blocks must also be accessible on foot without needing to grind any blocks other than doors.
  
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 There are no restrictions on which grids you can hack beyond what is stated in the rules - they can be used on your own or your faction mate's grids for easier transfer of grids. There are no restrictions on which grids you can hack beyond what is stated in the rules - they can be used on your own or your faction mate's grids for easier transfer of grids.
 Admins & Mods will no longer be accepting requests to transfer grids on players behalf outside of rare situations involving bugs. Admins & Mods will no longer be accepting requests to transfer grids on players behalf outside of rare situations involving bugs.
-==== Other Features ====+===== Other Features =====
   * Whenever too many friendly or neutral T4s or T5s are within 10km of each other, they will become "masslocked". Grids max speed, and maximum active gyroscopes will decrease the more non-hostile grids gather around each other. This is to try to help ship tier balance during combat between single large factions and coalitions of smaller factions   * Whenever too many friendly or neutral T4s or T5s are within 10km of each other, they will become "masslocked". Grids max speed, and maximum active gyroscopes will decrease the more non-hostile grids gather around each other. This is to try to help ship tier balance during combat between single large factions and coalitions of smaller factions
   * The Webifier block can only be built and active on stations. It applies a force to incoming objects proportional to their speed, slowing them down. This drastically reduces the effectiveness of kinetic missiles   * The Webifier block can only be built and active on stations. It applies a force to incoming objects proportional to their speed, slowing them down. This drastically reduces the effectiveness of kinetic missiles
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     * The Torpedo Launcher (Trident) is a large weapon that does the same as the VXM but with slower and bigger torpedoes     * The Torpedo Launcher (Trident) is a large weapon that does the same as the VXM but with slower and bigger torpedoes
     * The Point Defense Cannons is an alternative to the Gatling, with proportionally lower damage and higher rate of fire     * The Point Defense Cannons is an alternative to the Gatling, with proportionally lower damage and higher rate of fire
-  * Hover Engines were added to the game since S4+  * Hover Engines were added to the game since S4 to limit the use of wheels that can cause performance issues and invoke Clang
   * Some upgraded blocks exist, called the Monari blocks   * Some upgraded blocks exist, called the Monari blocks
   * Stations using too much server resources and lagging the server will be eaten   * Stations using too much server resources and lagging the server will be eaten
   * Blast doors have increased deformation and reduced explosive resistance, while also costing some metal grids   * Blast doors have increased deformation and reduced explosive resistance, while also costing some metal grids
  • systems/customsystems.1721765910.txt.gz
  • Last modified: 2024/07/23 20:18
  • by gurpadmin