Modules for Radars

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Blu3wolf
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Modules for Radars

Post by Blu3wolf » Fri Jun 26, 2015 7:02 am

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?

omega_haxors
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Re: Radars

Post by omega_haxors » Fri Jun 26, 2015 7:11 am

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.

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Re: Radars

Post by ratchetfreak » Fri Jun 26, 2015 7:45 am

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

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Gandalf
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Re: Modules for Radars

Post by Gandalf » Fri Jun 26, 2015 2:31 pm

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.
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Re: Radars

Post by omega_haxors » Sat Jun 27, 2015 4:19 am

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.

QGamer
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Re: Modules for Radars

Post by QGamer » Wed Dec 05, 2018 1:58 am

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.

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Re: Modules for Radars

Post by Sad_Brother » Wed Dec 05, 2018 2:53 pm

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.

Darinth
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Re: Modules for Radars

Post by Darinth » Wed Dec 05, 2018 5:03 pm

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.

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Re: Modules for Radars

Post by Jap2.0 » Wed Dec 05, 2018 8:32 pm

Yeah, I haven't seen this suggestion before but the idea makes complete sense and I want it now.
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H8UL
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Re: Modules for Radars

Post by H8UL » Wed Dec 05, 2018 11:15 pm

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.
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Re: Modules for Radars

Post by Trebor » Thu Dec 06, 2018 2:53 am

+1 for additional efficiency module uses.

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