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Show us Production Chain or bring back Ingots

stackocakes shared this feedback 7 months ago
Not Enough Votes

I'm a believer of "let them cook", but I need to see ingredients in this case.

Manufacturing friction is much of what makes this game interesting, so anything that reduces that friction or makes the game simpler will not set well with dedicated fans.

I don't want the game dumbed down just because it's easier. Base building and layout is heavy influenced by the requirements of these systems. Figuring out production speeds problems and debottlenecking is part of the engineering.

If Keen is such a believer in this method, then show us something to better understand or provide additional feedback, but with the current amount of knowledge, I can't support this.

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With this approach, I would also hope to see the return of meaningful base building as a core part of the game. At the moment, there is little incentive to construct a permanent base to support mining, refining, and production, since most of these activities can be handled without dedicated infrastructure.

Reintroducing stricter production and crafting limitations would encourage players to engineer their resource gathering, processing, and ship construction much more deliberately. Bases would once again serve a clear functional purpose rather than being optional or purely aesthetic.

Furthermore, this would strengthen the feeling of building a self-sufficient colony using contemporary or near-future technology, instead of portraying the player as a kind of superhuman character with access to unrealistically advanced personal equipment.

Personally, I greatly value the sense of realism in the game, and I believe this direction would enhance immersion while giving progression and engineering decisions more weight.

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