The production chain should become harder and more diffuse with tech progress.
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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.
I like this feedback
The gear forge should be the exception to this as it requires input components from higher tiers for higher tier equipment.
The gear forge should be the exception to this as it requires input components from higher tiers for higher tier equipment.
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.
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.
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.
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.
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 !
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 !
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)
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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