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Modules for Radars

Posted: Fri Jun 26, 2015 7:02 am
by Blu3wolf
Changed title -- silk


Hey all. Why dont we add module slots to radars?

Speed up their scanning at a cost of higher energy usage, or slow it down with the perk of decreased power usage. Alternately, something along the lines of the productivity module could perhaps increase their max scanning range slightly.

thoughts?

Re: Radars

Posted: Fri Jun 26, 2015 7:11 am
by omega_haxors
I'm torn on this one.

On one hand, your first experience with module slots doesn't come until the mid game.

On the other hand it doesn't make sense that an electronic and advanced radar can't be modulized.

Having a Radar Mk2 would solve this but goes against the design of the game.

Re: Radars

Posted: Fri Jun 26, 2015 7:45 am
by ratchetfreak
omega_haxors wrote:I'm torn on this one.

On one hand, your first experience with module slots doesn't come until the mid game.

On the other hand it doesn't make sense that an electronic and advanced radar can't be modulized.

Having a Radar Mk2 would solve this but goes against the design of the game.
electric mining drill has 3 module slots and that thing is very early game

Re: Modules for Radars

Posted: Fri Jun 26, 2015 2:31 pm
by Gandalf
I'm all for it. Exploring large areas of the map is a part of end-game content for me and I'd love to speed that up.

Re: Radars

Posted: Sat Jun 27, 2015 4:19 am
by omega_haxors
ratchetfreak wrote:
omega_haxors wrote:I'm torn on this one.

On one hand, your first experience with module slots doesn't come until the mid game.

On the other hand it doesn't make sense that an electronic and advanced radar can't be modulized.

Having a Radar Mk2 would solve this but goes against the design of the game.
electric mining drill has 3 module slots and that thing is very early game
Oh right. It only makes sense to allow modules for the radars, then.

Re: Modules for Radars

Posted: Wed Dec 05, 2018 1:58 am
by QGamer
Sorry to revive such an old thread, but still:
A lot of players, myself included, wish that radars, like many other elements of the game, could be improved somehow in the later game. Module slots inside radars would do the trick.

Speed modules would make it faster, efficiency modules would make it cost less energy, and productivity modules would allow it to scan an extra chunk periodically.

But does the map really count as an "intermediate product?" If yes, then productivity modules would work inside radars. If not, then productivity modules should not be able to go inside radars, but the possibility should still be left open for modders.

Re: Modules for Radars

Posted: Wed Dec 05, 2018 2:53 pm
by Sad_Brother
This is a good idea because:
1.It is useful.
2.It need almost no graphical efforts.
3.It need small logic efforts.
So profit at almost no cost.

Re: Modules for Radars

Posted: Wed Dec 05, 2018 5:03 pm
by Darinth
Honestly and simply: Do want. Seems like a relatively simple change, and it always tended to be a minor annoyance that there was no way to improve radars.

Re: Modules for Radars

Posted: Wed Dec 05, 2018 8:32 pm
by Jap2.0
Yeah, I haven't seen this suggestion before but the idea makes complete sense and I want it now.

Re: Modules for Radars

Posted: Wed Dec 05, 2018 11:15 pm
by H8UL
In case there are performance/technical concerns with speed or productivity modules... It could be efficiency modules only.

I suspect this would be an easy win because the radar prototype has a lot of energy attributes so it suggests the entity is already flexible on energy use.

Moreover, efficiency modules would greatly benefit from an additional use. Since you can use the spare energy to increase scanning with more radar it can translate to speed increase. Given radar have a substantial energy cost this would be quite the boost to the utility of efficiency modules from mid game to megabase.

Re: Modules for Radars

Posted: Thu Dec 06, 2018 2:53 am
by Trebor
+1 for additional efficiency module uses.