The production chain should become harder and more diffuse with tech progress.

Deon Beauchamp shared this feedback 20 days ago
Not Enough Votes

A general purpose processing machine at the beginning of the game makes sense.

Currently end game tech is achieved too easily.

When progressing up through the technologies, process machines should become more specialised to their purpose. A single machine for a single component would be at the highest technology tier.


This would require many more block machines.

More manufacturing block types would make mobile 'do all' bases bigger, heavier and a larger investment.

Static bases and special purpose facilities would become more of a consideration for the player.

An elongated production chain would prolong gameplay and heighten achievement.

Additional raw materials and component types may be necessary to make this work.

Replies (5)

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The gear forge should be the exception to this as it requires input components from higher tiers for higher tier equipment.

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Components should make parts, parts should fulfil an element function of a block be it a mechanical function, energy function, data/signal/sense function or a chemical function. This should be reflected in how the block recipes are constructed or how the block is damaged.

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yikes, that poses a potential further breakdown of components being damaged by damge to their parent block or storage housing them, and breaking down into MORE COMPONENTS.


horrifyingly tempting mechanic to add that massive blocks like the fabricator when "destroyed" breaks down into some component parts when its subjected to nearby explosion. instead of just taking damage.

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You got me at 'horrifyingly tempting'.

I think that what I am talking about for components could implemented simply by altering the way in which recipes are sequenced and giving each build level a part name as the build level rises. The opportunity for a more complex system beyond that would open up the possibility for a part failure/damage and maintenance procedure. It could be good for immersion or tedious if overdone.

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On the point of the OP, a tech tree for build technology should be separate from the colony authority. The tech tree could be climbed through by discovery, research and commerce. And like the Splitsie's Scrap scenario, if you do not posses the technology yet, whole block transfer from wrecks should be allowed.

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Observation : I looked on steam charts and noticed that Factorio and Satisfactory are still quite popular. Both games have a long build chain with many machines. The complexity does not appear to put people off that much !

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I have always liked the concept of a more difficult progression system. Specialized machines for complex components is a great idea. Progression would then be natural too. You need to build a gold wire facility before you can build anything that needs that item. (or search till you find it and loot it)

I mean, think about it, why should a single machine be able to make stupid simple items (steel plates), complex electronics (detection components) and explosives (ammunition) like in (SE1). SE2 splits this up a bit, but the concepts are still too simplified for my taste.

I love the idea of having to build a specialized factory with resource inputs, multi step processing chains, and a final single product output. (Factorio expert here, sorry) Think about having a dedicated building for each product. Your base would start to look like a city instead of a single block that makes everything.

Yeah, that makes the casual PVP player's head spin, but us veterans love a good challenge.

Also, this would encourage having a base, immobile or barely mobile, and a ship to run around in, instead of a single do-it-all fighter with full manufacturing facilities on board....... You know who you are. (me)

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I think that at the beginning of the game the production chain needs to be simple but versatile enough to get pleasing, feel good results for a new player. In progressing into intermediate production, the need for multiple machines should start, each machine specialising in a technological direction and producing multiple item types, but far fewer than the first machine. The further you progress up the technological tree, larger the variety of machines and a reduction in component form per machine type.


With this a factory will look like a factory. Small factories could focus on production areas like land based rover parts, atmospheric flyers, mining equipment, agriculture, electronics, gas production, etc.

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