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Exploring Resource Tiers

#5
(04-04-2024, 05:33 PM)andreykl Wrote:
(06-29-2020, 08:47 PM)Neils Iyssada Wrote: Adding tool tiers to the production chain is just adding more complexity to the spreadsheets.
Agree. There are enough tools as is.

I wasn't saying to just add more tools for the sake of having more tools. The idea would be more along the lines of changing the current tools to be more generic and giving them each a purpose. Then have more advanced versions of some tools increase production speeds or give access to more advanced processes or resources.

For example, producing vulcium mining tools improving mining speed for all mining jobs and allowing you to mine adamantite. Or something more broad like gravity lifting equipment to speed up production of heavy commodities.

Currently there is no improvements at all to your production of the first cities you make. Your ore mines will just stay the same through the entire game once you have computers. So having some advanced tools you can ship to far away mining colonies in order to improve their production would form the need for supply chains between solar systems.

I would still also love some new optional tool bonus types, such as some advanced tools that could increase the quality of the product output by a little bit. Which links in the production chains should get such bonuses I don't know though, I just think it would be a good idea for a new bonus type.

(04-04-2024, 05:33 PM)andreykl Wrote: Suggestion to promote exploration and progress instead of tiers:
1. Low quality consumables should have consequences. Like hydrogen does for engines. Ex: air, water and food incur morale penalties. Low quality ammo jam guns. Low quality coal/coal plant causes pollution->decreased morale
2. Low quality tools should have consequences. Ex: Trying to build a house with a 'faulty' hammer can cause a failure and set you back both labor and resource wise.
3. Low quality systems should have consequences. Ex: low quality wormhole drive can fail or even discharge into hull
4. Instead of adding tiers make certain technologies require higher quality. Like: you can't make a particle collector from resources less than Q100 (may be not literally 'can't', but practically, like a Q70 collector won't be usable long term for one reason or another). Add a spaceship nuclear power source (fuel rods plus coolant?) that also requires high quality (same for facilities?) e t c
5. Make quality important for facilities (production speed? service efficiency? Loss of output?) and a way to automatically update facilities with higher quality

I know Haxus had plans for some of these things. But I guess he never got around to them.

The first issue I can think of is what you do with the poor players that start on a world with Q10 metal. They will already be hard hit by the fetch waste factor.

Besides, finding higher quality resources isn't all that exciting as a gameplay loop.
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Messages In This Thread
Exploring Resource Tiers - by Deantwo - 06-29-2020, 04:45 PM
RE: Exploring Resource Tiers - by Neils Iyssada - 06-29-2020, 08:47 PM
RE: Exploring Resource Tiers - by Deantwo - 06-29-2020, 09:17 PM
RE: Exploring Resource Tiers - by andreykl - 04-04-2024, 05:33 PM
RE: Exploring Resource Tiers - by Deantwo - 04-04-2024, 07:18 PM
RE: Exploring Resource Tiers - by andreykl - 04-04-2024, 08:07 PM
RE: Exploring Resource Tiers - by Deantwo - 04-05-2024, 08:31 PM
RE: Exploring Resource Tiers - by Ivan - 04-07-2024, 01:17 AM
RE: Exploring Resource Tiers - by Deantwo - 04-07-2024, 10:10 AM
RE: Exploring Resource Tiers - by Deantwo - 04-07-2024, 10:10 AM
RE: Exploring Resource Tiers - by AnrDaemon - 04-08-2024, 06:27 PM
RE: Exploring Resource Tiers - by Deantwo - 04-08-2024, 08:19 PM
RE: Exploring Resource Tiers - by AnrDaemon - 04-13-2024, 12:44 PM
RE: Exploring Resource Tiers - by Chronovore - 09-10-2024, 11:00 AM

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