I wouldn't mind : if I have invested so much in upgrading my robots, I don't want them to be only effective the few first (tens of) seconds before their efficiency is crippled by queuing for a recharge.Qon wrote: βWed May 08, 2019 11:11 amExactly. When you are using logistics bots only and no belts the bots would become even better as constant mass transport.Koub wrote: βWed May 08, 2019 10:19 am Actually, bots used in short spikes wouldn't see much difference : from the user standpoint, a bot queuing for recharge and an idle bot waiting for new orders can't be told apart.
The difference would become visible when the bot will be needed over the roboport capacity to recharge them.
Fine, I take both then. I'm not asking for the bots to be as effective for long bulk logistic requests as for short burst spikes, but I want some coherence. Currently, robot speed tech has an adequate result on logistic bursts, but not on slightly longer to fulfill requests for a given number of bots and roboports.
I haven't misunderstood anything, I just don't want to be compelled to research a very expensive tech and on top of that allocate an increasing part of the factory to roboports, just to be able to benefit fully from my research.Qon wrote: βWed May 08, 2019 11:11 amYou have misunderstood roboports function and purpose. They exist to take space on the ground. You don't need an absurd amount of them, it's the complete opposite. And you need slightly less roboports with higher speed. I've said this several times now.Koub wrote: βWed May 08, 2019 10:19 am I'd like roboports to support a similar number of bots whatever the bot speed tech level. Or at least, even if the "roboports needed to sustain X bots" number is not constant, at least make it capped, so that at very high levels of bot speed tech, you don't need an absurd number of roboports to meet the remand in recharge time.
Your argument is invalid. The fact that there are similitudes with real life does not make the mechanism I suggest incompatible with a game. There are things that do correlate to real life in the game ; should they be removed from the game just because too realist ? I never asked for a purely realistic game. What I said is that if it makes sense in real life, it wasn't absurd considering it for the game. Period.Qon wrote: βWed May 08, 2019 11:11 amIt's absurd because the change you propose does not even remotely do what you state that you want it to do. It's absurd because you don't know what the current research does. It's also somewhat absurd to use 'realism' as an argument for a balance change because if you do you have to consider other silly points such as that the tiny bots carry around refineries, trains and fission reactors as easily as pieces of wire. Let's not go there.
The change I'm asking for is totally related with what I want it to do : I want to be able to sustain a given population of bots with a given number of roboports, no matter how many robot speed tech I research. I don't want to add roboports every level of bot speed I research to benefit fully from my research.