Thank you, I appreciate you saying that!AntiElite wrote: βFri Dec 28, 2018 5:04 pm First of all, good work! I really like these changes! And that means actually a lot, since i never liked the science before ever lol.
Ofc I still have some complaints anyways
1.) As thue already said I also was surprised the blue science crafting time wasn't adjusted to tier 2 science - iβd suggest like 16s? it should be the same for military and blue science anyways, and black science really misses some additional assemblers in its chain, so a slower crafting time seems fine for the final craft.
2.) Purple science is now very steel heavy, using 25 steel per 3. However i still like the recipe. Map gen may require every more iron boosted balance now - i don't know any solution to it tho, seems fine
3.) Purple science is MUCH easier than Yellow from a complexity view - Taking away the red engines which are the most complex part due to the addition spaghetti with the lube, now the difficult recipes of blue chip and bots are both is utility science. - I think this is fine tho, but it definitely fails to offer alternative routing imo.
4.) Removing Black science from the silo is an odd choice imo. it makes black science pretty much useless now and required in very few numbers only. Taking into account the science also got less costly, most people will barely ever need more than 1 assembler of each in its production chain. If you want to end the game, you should master the production of ALL the sciences IMO.
5.) I liked the Idea of the escape pod a lot and I found that a good solution to end the game. With it being abandoned, I cannot really understand the removal of the satellite from its prerequisites. If you are worried about people launching a rocket without a satellite, you can still show the cargo slot while building the rocket and warn the player with a massage when he tries to launch the rocket without any cargo first, if he really plans to do that and it won't win him the game. It reduced complexity where it is not needed IMO
1) I do agree that it should be lower. Maybe Military crafting time could be higher instead as you don't need to have it run nonstop.
2) Steel heavy is not a problem, in fact using the more sophisticated ingredient as steel compared to iron plate in a high-tier science pack is good.
3) The two sciences (purple and yellow) are not (meant to be) a completely symmetrical balance. Each of them is different and for different uses. Some parts of the recipe chain are more complicated and some less, but in total I would not say that for example specifically electric engines are that complex to make. Together with the flying frames it is a bunch, but the production science pack has its own set of difficulties when you want to set up the production for it. The "total time required for crafting" is a very interesting number here which shows that the total number of machines should be roughly the same for both science packs, and yellow also needs more oil. The main thing for me is that whether you go for purple or yellow first is completely up to you, and whether you treat one as more useful over the other is entirely based on the situation, the map, the settings, your house rules, and your playstyle. If you're someone who uses roboports ASAP, you probably aren't so thrilled about mk2 power armor or fusion reactor with mk2 personal roboports, and vice versa. If you play without biters you're more likely to use the purple pack first but again could be counteracted if you also love the mk2 armor due to exoskeletons. The options are there and if you choose one path it feels like it's self-justified and you're not screwing yourself by your choice.
4) It's expectable that if you play with biters, they will put enough pressure on you that you will gladly invest into military. The split from it being mandatory also means that it's further underlined that it is something optional and military-only. IF the rocket silo pre-requisite would be something substantial like Power armor mk2, then I'd say that's a nice pre-requisite useful for everybody and the military science pack is just-another-recipe you use even in non-military games. Which is basically what will happen anyway with anybody except speedruns because you want the mk2 armor and fusion reactor regardless.
5) I do believe just launching a rocket is enough, you can already find excuses like "it's a spaceship" and that the player could enter it regardless. It also leaves it open for the player to figure out if they left the planet or not which find really good. The whole "you crashed on an alien planet" obviously brings the cliche idea of "you are obviously trying to escape it", but eventually you get so good at automation (and genocide) that you decide that this is your planet now. For example - the interpretation there is for you as a player to fill in, and I think that's nice. Don't need to shove it down your throat.