Proximity Inventory

Chris DeAngelis shared this feedback 28 hours ago
Not Enough Votes

I see in the SE2 that the welding/inventory/components system has changed, and I'm assuming the goal is to find an improved balance between realism and gameplay. What if instead of trying to cram everything into a slightly magical backpack, welding uses "nearby" components. maybe 10-20 meters. Go back to the need for refineries, maybe add a new block "recycler" for disassembling and remove "disassemble" from the assembler.

This may be overly complicated, but the weld time could be a function of nearest needed component distance.


The 3 industrial blocks Assembler, Refinery and Recycler could all start with a base model, and increase the selection of expansion modules. maybe combine the connection style of modules with other blocks, but again, efficiency would be determined by distance of expansion modules (speed module, efficiency module, yield module). These modules could also be renamed and expanded upon by calling them all Machine learning module, and players could select which block the ML module would be dedicated to. For example a player could add a ML Block and task it with improving the speed of the assembler, and later re-task the ML Block with increasing Battery Efficiency.

God bless the programmers that code my crazy ideas into reality!

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