Should more functional blocks be limited working on static grids?

Deon Beauchamp shared this feedback 28 hours ago
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Although I am a great fan of mobile bases, I wonder if gameplay would be improved by having some blocks limited to a stationary base.

In SE1 this applies to windmills, but where a heavy industrial process is taking place should that be limited to stationary locations too?

By imposing this it would mean putting in roots for things like mass resource production, or for difficult and delicate high value, high tech item production. It could be that some types of energy and power production would also be only available on static grids and as a further measure for the most unique items as others have suggested be limited by environmental necessity. Long range communication could be a good candidate too.


Most of standard survival processes would be business as usual, but I am sure that there will be many new things in SE2 where this idea may have a place.

My hope is this would create the need for more fixed installations, transit roots, more piracy, and resource disputes.

Replies (1)

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I see that there have been several proposals for end to end static jump gates.

Should this replace or add too jump drives?

End game explorer jump gates for moving between star systems with a small chance of jumping into an asteroid at the other end?

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