(09-19-2018, 11:46 AM)AnrDaemon Wrote:(09-18-2018, 03:19 PM)Haxus Wrote: These manufacturing processes, all patents, do not consume anything that determines the final Q of the patent. The resulting patent Q is determined by the Q of the university.
<list of harvesting patents>
The solution would be to make a requirement of their natural resource material. e.g. The Adamantite patent would have to consume a chunk of adamantite.
Why not just remove them? They are doing nothing.
They don't do nothing, but I will agree that they also aren't needed.
Patents are mostly fluff right now. Adding a small layer of discovery and research. Most notably they hide manufacturing processes that you haven't researched yet, so there is less clutter.
My biggest issue with patents is that their research processes are listed in all buildings. I would love to see patent research removed from normal buildings and instead require players to research at a university.
Secondly is how they are researched, I would love it if their manufacturing UI for patent research was different from normal manufacturing. Maybe a nice graphical technology tree showing prerequisites, and showing branches that will unlock new patents and branches that won't (kinda like Minecraft's achievement view).
Only reason that we can research patents at all buildings is because we can make buildings that we haven't researched the patents for. For example, maybe we should be unable to build a nuclear power plant before we have researched one of the patents used by it.
At worst the construction menu will seem a little empty when first starting out, and players will be forced to make a university early on. But I do think that it would actually be a good thing.