Should more functional blocks be limited working on static grids?
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.
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?
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?
I believe the idea of certain functional blocks being restricted to permanently static grids (no more flipping to be mobile) is compelling and could add a strategic layer to the optimization problems in SE2.
The change would drive players to establish more permanent bases, and it's just left up to game play balancing to determine what those blocks and restrictions are and how it fits into the progression system.
Perhaps basic refineries/assemblers or less efficient refineries could remain mobile, while advanced or significantly more efficient versions require a static foundation. Maybe a future farm block for food requires a permanently static grid. Restricting the most powerful defensive weaponry to static grids would naturally give defenders an advantage.
I believe the idea of certain functional blocks being restricted to permanently static grids (no more flipping to be mobile) is compelling and could add a strategic layer to the optimization problems in SE2.
The change would drive players to establish more permanent bases, and it's just left up to game play balancing to determine what those blocks and restrictions are and how it fits into the progression system.
Perhaps basic refineries/assemblers or less efficient refineries could remain mobile, while advanced or significantly more efficient versions require a static foundation. Maybe a future farm block for food requires a permanently static grid. Restricting the most powerful defensive weaponry to static grids would naturally give defenders an advantage.
limiting the upper-most tiers of production-blocks to static-construct-only would be fine as long as enough of the regular stuff could be done mobile and the non-mobile-materials could be reliably obtained through trade or raiding npc-faction stuff.
limiting the upper-most tiers of production-blocks to static-construct-only would be fine as long as enough of the regular stuff could be done mobile and the non-mobile-materials could be reliably obtained through trade or raiding npc-faction stuff.
The reason for restricting the use of some blocks to "static structures only" escapes me. What is the purpose of this?
What is the difference between a "ship" parked on the surface of a planet and the exact same "base" standing next to it?
The only difference is in the switch settings in the grid property settings. That's a bit small, I'd say...
I can understand if the block will have a "cannot operate in a gravitational field stronger than X" requirement for proper function, so it can't be built on a planet or moon. Or the block's functionality will be limited by the zero acceleration requirement - so it can't operate on a moving ship, or it will require a vibration-free environment, so it will have to be placed on a separate platform with only basic equipment - for example, no reactor and no moving solar panels, nor gyros...
The reason for restricting the use of some blocks to "static structures only" escapes me. What is the purpose of this?
What is the difference between a "ship" parked on the surface of a planet and the exact same "base" standing next to it?
The only difference is in the switch settings in the grid property settings. That's a bit small, I'd say...
I can understand if the block will have a "cannot operate in a gravitational field stronger than X" requirement for proper function, so it can't be built on a planet or moon. Or the block's functionality will be limited by the zero acceleration requirement - so it can't operate on a moving ship, or it will require a vibration-free environment, so it will have to be placed on a separate platform with only basic equipment - for example, no reactor and no moving solar panels, nor gyros...
I think a better thought would be to add an _option_ to disable functional blocks (refineries, assemblers, ...) either en-masse or on a block-by-block basis, in a similar way that the wind turbine works (or doesn't woek); perhaps there's too much vibration from operation unless you're firmly anchored to something.
I think a better thought would be to add an _option_ to disable functional blocks (refineries, assemblers, ...) either en-masse or on a block-by-block basis, in a similar way that the wind turbine works (or doesn't woek); perhaps there's too much vibration from operation unless you're firmly anchored to something.
No more than we have now because then you limit build freedom which is a core draw of SE to start with. Some blocks are limited to static grids only because of the nature of what those blocks are, such as windmills and safezones as prime examples. Their calculations couldn't possibly run on anything other than a static grid without causing massive lag or issues elsewhere. Restricting stuff to static grids only needs to be done on a block by block basis otherwise you get into the quagmire of people saying "well if they're restricting this block I think they need to also restrict (block here)" and it spirals really fast into a crappy situation.
If people want to restrict certain blocks to static grid only such as say refineries or assemblers instead of letting them be mobile, keen could easily let people add a command to certain blocks as simple as "RequiresStaticGrid=true" as a very rough example and let people further customize. Can even add a submenu to let people do it from in the game vs changing a file tag. Something like this means those who want things more restrictive can customize the options without it being forced on others who do not want such a restricted experience, thus both sides win. This of course assumes a technical approach is desired.
That said there is a completely free way that people can use right now that's already in the game which is DON'T BUILD CERTAIN BLOCKS ON MOBILE GRIDS. If someone thinks it's cheesy to build refineries and/or assemblers on mobile grids then don't do it. Being that this completely free option is available, I have to ask what the purpose of this proposition is to start with? What's stopping people from simply limiting themselves of their own volition without needing some kind of technical force behind it? The beautiful thing about a sandbox game is you're largely only as limited as you choose to be. You can mix and match the sand in various different ways using tons of different tools in the confines of the sandbox, or choose to leave some of the tools in the proverbial packaging. For myself I've yet to use pistons, rotors, or hinges in any builds of mine yet as I've not seen a need for them. Doesn't mean they're bad blocks, just that they're not really my thing where as others swear by them. By all means feel free to suggest things, but when the free solution exists already I do have to ask what the point of this would be.
No more than we have now because then you limit build freedom which is a core draw of SE to start with. Some blocks are limited to static grids only because of the nature of what those blocks are, such as windmills and safezones as prime examples. Their calculations couldn't possibly run on anything other than a static grid without causing massive lag or issues elsewhere. Restricting stuff to static grids only needs to be done on a block by block basis otherwise you get into the quagmire of people saying "well if they're restricting this block I think they need to also restrict (block here)" and it spirals really fast into a crappy situation.
If people want to restrict certain blocks to static grid only such as say refineries or assemblers instead of letting them be mobile, keen could easily let people add a command to certain blocks as simple as "RequiresStaticGrid=true" as a very rough example and let people further customize. Can even add a submenu to let people do it from in the game vs changing a file tag. Something like this means those who want things more restrictive can customize the options without it being forced on others who do not want such a restricted experience, thus both sides win. This of course assumes a technical approach is desired.
That said there is a completely free way that people can use right now that's already in the game which is DON'T BUILD CERTAIN BLOCKS ON MOBILE GRIDS. If someone thinks it's cheesy to build refineries and/or assemblers on mobile grids then don't do it. Being that this completely free option is available, I have to ask what the purpose of this proposition is to start with? What's stopping people from simply limiting themselves of their own volition without needing some kind of technical force behind it? The beautiful thing about a sandbox game is you're largely only as limited as you choose to be. You can mix and match the sand in various different ways using tons of different tools in the confines of the sandbox, or choose to leave some of the tools in the proverbial packaging. For myself I've yet to use pistons, rotors, or hinges in any builds of mine yet as I've not seen a need for them. Doesn't mean they're bad blocks, just that they're not really my thing where as others swear by them. By all means feel free to suggest things, but when the free solution exists already I do have to ask what the point of this would be.
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