FFF wrote:Making sure the starting area is not covered by trees.
I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement.
This makes sense to me. Even outside the immediate starting area, however, I think we still need a means to remove (and perhaps harvest) trees in an fast and/or automated fashion. The automation / harvesting can come later in tech research, but shouldn't I be able to start a forest fire in the opening frames of the game if desired? I'd think the early game before grenades and poison capsules would be the one time I'd consider burning a forest, but I can't until much later in tech research. Seems a stretch that I'm building boilers and furnaces early on, but I can't seem to light a tree on fire. There would still be a balance here since burning major forests down in an over-attempt to clear initial area would probably generate enough pollution to trigger a sizable attack you're probably not ready to deal with. Further enhanced gameplay and strategy could come in by the player cutting fire lines through larger forests to control the burns. Still saves the agony of cutting down large forests in their entirety by hand.
Lav wrote:Counter-suggestion: remove the resource "pecking order" entirely and just assign each resource patch a random weight. What patch swallows up other patch would depend on their relative weights and distance from the patch center tile. This will result in greater variability (iron won't always override copper or vice versa) and more natural borders between overlapping patches.
What a great idea. Always bothered me when multiple resources are on top of one another. It's just an annoyance really that requires careful placement of miners. Not sure how I feel about resources that are truly mixed in that it's not possible to mine one without the other. I'd almost prefer this over the current adjacent system though since you'll know you definitely need to sort, and not have one miner accidentally
overlap another resource that chokes up your whole smelting system.
Yay for resource spacing. Railword preset right now feels like it's nothing special - resources are way too close and playing with the resource settings does not help much
I've been enjoying my last few maps that are railworld-like in that I set most resources to be larger, but less frequent. Gravitating this way for base values makes sense to me to cut down on useless patches.
I've been tempted to reduce the frequency even more on future maps and increase size and density. I don't particularly enjoy having to constantly setup mining outposts that don't last very long, only to tear them down again. It's more fun for me to set up a proper outpost with all amenities, and have it stick around for quite a while.