Gleba early game should be made easier significantly

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EustaceCS
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Re: Gleba early game should be made easier significantly

Post by EustaceCS »

I'd be happy to see a platform configuration which is able to survive this trip (especially on automatic thrust, no manual/circuit auto adjustments on the way) and fail to survive on orbit.
Well, there ARE edge cases, like utilizing rare and very hard to pull off tech called "braking with space platform hub". People which can do such stunts reliably probably know what they're doing.
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BlueTemplar
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Re: Gleba early game should be made easier significantly

Post by BlueTemplar »

I expect most of the early spaceships are going to be like this ?

My first spaceship barely survived a round trip to Vulcanus :


My 2nd spaceship handled any round trip with minor scratches as long as starting with 500+ ammo, but was not able to stay long in orbit of secondary planets without backup :


My 3rd spaceship design (produced twice this time) is almost there (seems to still needs explosives / iron from time to time if hanging around Gleba), except for Fulgora, which I think requires at least rare quality components due to the lower insulation :


(Do you consider auto-power starving with laser turrets to slow down as a 'circuit' adjustment ? (It can work without any logical wires.))

Of course weapon damage and firing speed research bonuses changed things quite a lot here, so even for these YMMV.
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bartekltg
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Re: Gleba early game should be made easier significantly

Post by bartekltg »

Two such configurations I can think of:
- turrets only on the front. It will survive the trip but will be damaged from the side or behind when in orbit.
- Not enough ammo production. It survived the trip consuming the buffer, but eventually run out

But both are clear ship design flaws most players won't make if Gleba is not the first visited planet.


Using the opportunity, I just want say one thing:
Givikap120 wrote: Wed Nov 13, 2024 1:20 am Potential solutions:
...
- slower spoiling rate when evolution is low
-
This is very bad solution. It won't be seen as slower spoilage at the beginning. It will be seen as spoilage rate _increasing_ with time.
The biggest issue is, it will break working "low evolution" factory setups. A player build something, and after evolution and spoilage rate increase, he starts getting only spoilage.
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