Earlier blueprints without construction bots
Posted: Sat Apr 08, 2017 6:26 am
Hi,
I was wondering why circuit networks and blueprints are so far apart in the tech tree when they are conceptually so closely related to each other. And practically circuit networks also quasi depend on blueprints. So blueprints being a parent of circuit networks early in the tech tree would make more sense to me. Since green science introduces the first modular assembler design ( 3 cables -> 2 green circuits ) it's an ideal time to introduce them to DRY.
Thank you for taking the time to read 1/3 of it. The entire de facto content of the post. Goodbye!
Since it's related, the requirement of construction bots to place down blueprinted infrastructure seems also a bit inconsistent. Construction bots seem to me better at maintaining existing infrastructure than actually building new one. The thing is that the player can already place down everything instantly and free of cost while they cost resources to build and time and energy to operate, which feels more like a trade off the player is forced to take to use blueprints than a real upgrade. Especially since they already start repairing decently right away, but just need several upgrades before they can be even considered for building.
A boring but maybe more useful upgrade at that stage of the game would just be plainly increased placement range. Blue science tier infrastructure sees an explosion in complexity and more placement range would go hand in hand with the bigger and more elaborate blueprints the player would want to tinker with at that stage. And then eventually, to build blueprints of any size, they can use the massive amount of bots and all their upgrades they probably have that late into the game. Assuming they could also carry a lot more of the tiny items like concrete and wires in one trip.
Sorry you had to take the time to read all of it, which means I failed to communicate it clearly enough in the first 1/3.
I was wondering why circuit networks and blueprints are so far apart in the tech tree when they are conceptually so closely related to each other. And practically circuit networks also quasi depend on blueprints. So blueprints being a parent of circuit networks early in the tech tree would make more sense to me. Since green science introduces the first modular assembler design ( 3 cables -> 2 green circuits ) it's an ideal time to introduce them to DRY.
Thank you for taking the time to read 1/3 of it. The entire de facto content of the post. Goodbye!
Since it's related, the requirement of construction bots to place down blueprinted infrastructure seems also a bit inconsistent. Construction bots seem to me better at maintaining existing infrastructure than actually building new one. The thing is that the player can already place down everything instantly and free of cost while they cost resources to build and time and energy to operate, which feels more like a trade off the player is forced to take to use blueprints than a real upgrade. Especially since they already start repairing decently right away, but just need several upgrades before they can be even considered for building.
A boring but maybe more useful upgrade at that stage of the game would just be plainly increased placement range. Blue science tier infrastructure sees an explosion in complexity and more placement range would go hand in hand with the bigger and more elaborate blueprints the player would want to tinker with at that stage. And then eventually, to build blueprints of any size, they can use the massive amount of bots and all their upgrades they probably have that late into the game. Assuming they could also carry a lot more of the tiny items like concrete and wires in one trip.
Sorry you had to take the time to read all of it, which means I failed to communicate it clearly enough in the first 1/3.