No, you're way off. Considering how much power you could get out of the oil if you turned it into solid fuel is ignoring all of the infrastructure required to both convert it to solid fuel and use that solid fuel for power. And besides, a flame turret is far more powerful than a laser turret, and far less refined. It should be far less efficient. Your 6000% figure applies to depleted pumpjacks without speed or productivity modules, the minimum. A rich oil field will generate far more, up to a maximum of 100 crude per second per pumpjack without speed or productivity. The flame turret does not fire and use oil constantly, rather it is almost always off. Even a base which gets attacked frequently has its flame turrets firing less than 5% of the time. At 300 oil per second, with 3 flame turrets firing 5% of the time, you're losing an average of about 45 oil per second to the flame turrets. That's what a single pumpjack running at 450% can pull up. Given most oil fields have 20+ patches, it's not really too much until they deplete, and by then the pollution cloud will start to dissipate and the flame turrets won't be firing as much.bobucles wrote:It really really REALLY is. 300 light oil per second requires over 6000% of crude yield to keep loaded. 300 light oil per second is 375MW of potential power, or over a hundred unupgraded laser turrets. You may as well call them griefer turrets because trolls will build 1 and wipe out the entire team's oil supply.But 300 <oil> per second isn't that high
There is perhaps an argument for saying that flame turrets are a bit too efficient, but we're talking about a slight change to 4-10 oil/sec. Not 300. That's absurd. Seriously. Wow.
Seriously, stop trying to dispute my numbers until you actually playtest them. I have.
You're word mining here. The purpose of my statement was to highlight the psychology behind my number suggestion. Regardless of the developer's intent, when the end user feels like something is a punishment, they will try to avoid it. In game theory, developers are encouraged to avoid giving penalties for legitimate gameplay tactics, and instead give bonuses for their alternatives. How you phrase it can mean a lot. In this case, the phrasing is in the numbers displayed on the recipe output, and if you tell a player they're getting 100 oil instead of 110, it feels like a punishment, especially when the 110 has a clearly superior distribution. But if they get the bigger number right from the outset, they won't feel punished. It won't stop them from wanting that 95 oil down the road when they have had time to understand why it's good, but it will stop them from feeling punished right off the bat.bobucles wrote:It's not a punishment, it's a fact of resource management.You don't need advanced oil processing, but you feel like you're being punished for using basic.