BenSeidel wrote:I believe he was saying the same thing, that the construction bot behaviour is smarter than the logistics bot behaviour because it improved the gameplay.Boogieman14 wrote: When something was blown up by a biter attack, you'll generally want it replaced asap and not by the time a bot has managed to drag an item from the other side of the factory. It makes perfect sense for construction bots to prioritize closest available item.
So the real question is, will this feature add anything to the current gameplay? Putting the perceived performance concerns aside, I think that it will. There are just too many benefits:
It will allow for more creative base design.
It will allow you to deal with a body of water and not just landfill it over.
It will prevent your robots from committing suicide.
It will prevent the bot detours for charging that currently occur.
It will prevent bots going into no man's land, running out of power and returning, then repeating the process forever.
It will allow the player to have isolated bot networks surrounded by a single large logistics one, eg Wall defences could have their own repair network without the issue of repair bots flying needlessly over your base.
Can anyone think of any side effects that are not desired?
This is exactly what I am saying, that "the construction bot behaviour is smarter than the logistics bot behaviour because it improved the gameplay".
I also agree with all your points and was thinking the same things.
I think all of the points you and I mentioned are desired behaviours and would improve the gameplay.