Production is crafting in any other game, the means to improve!

Deon Beauchamp shared this feedback 7 hours ago
Not Enough Votes

If rant_skip = true goto Line 40: // (note: use of goto command sin)


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At present the full production chain can be obtained within a few hours and from then it is mostly set and forget.

Resourcing on planets is a grind, but the view is lovely.


So, get into space and do not come back.

A 3000km journey can happen almost instantaneously with no visible means of technology.

I have a map of a solar system, but no map of any area on a local scale.

I can magically turn rock into steel plates, but can not turn steel plates into tubes.

When I destroy things, bits break off and transport themselves into another dimension, clever stuff.


Over all, looks good ! // (implied logic)


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A lot more work to be done, yes.

I see that there are many new space games coming online with the features that have been requested by SE players for years. The games may not become successful but collectively they will distract many hours of gameplay away from SE. Competition is good, but only if it prompts everyone to offer something better than was there before.

There are many annoyances in the real world and we use engineering to overcome them. Some of the features in SE1 may be seen as annoyances, but they have added reason to the reality of the game world. Removing them from the game world of SE2 is not an improvement if it creates a lack of reason. New players to SE will not notice this as it will be just like any other game, and that is the thing, SE1 is not any other game.

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Change resource distribution, and crafting/production.

There are many player posts on resource distribution, I defer to them here. Having some large deposits on planets and moons is a no brainer.


Crafting - why do I call the production chain crafting, because it then ties the feature to thousands of other games. Learning to craft and climbing a technology tree is bulk standard and not complicated, there is no need to simplify the SE1 system in SE2, there is a need for clarity. In fact a few players found SE1s production too simple and made various mods to make up for their need for depth.

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Reasons to cheerful part 3 - a suggestion on how to improve production

The processing of resources and the manufacture of components should be divided into simple anywhere crafting, operations in natural gravity and operations in zero-g, operations for static installations and mobile manufacturing.

Dividing processing and manufacturing by locality and mobility creates needs and the reason to travel. Do all mobile mega bases will not be possible, instead being somewhere and going somewhere will both have meaning.

There can be doubling up on components that can be made by several different types of production machine, but would use different quantities of input and timings for the process.


The machines would also vary in versatility and size, some being able to process a limited number of parts or only a single component(small) and others a broader selection(large).

Using a static base in natural gravity will offer the majority of processes.

Manufacturing on a fixed space station will offer exotic advanced components

Manufacturing whilst mobile will produce most essentials on the move, but not all and a few more when parked.

Starter processing and manufacturing will work anywhere.

Other celestial bodies exhibiting natural gravity may be needed, such a larger asteroids.


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Extra


I would like to see more specialization in storage container relating to content type, as there is no packaging for separation indicated within the game.


(I know - my labels do not relate to line count, just for fun to break up a wordy post)

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