I claim "you're making me redo all that" is going to happen at most as much as with anything else in the game. Players doesn't know what is coming at any stage, so they don't know at what scale they need to build anything (and build in small scale). It's pretty hard to come up with some organized system like bus in the first playthrough, because it is solution to a problem players don't know exists.Theikkru wrote: ↑Fri Aug 02, 2019 12:47 amThe problem, though, is not one of immediacy. It doesn't matter if the player spends 3 hours or 3 days shuffling through the chemical sciences, at some point he/she will encounter the advanced recipe and say "Really? You're making me redo all that?" and possibly "I wish I could have just fixed this right from the start." (or more likely, something more emotional and less reasonable.) It's not something they could (reasonably) be expected to have seen coming, nor is it something they could avoid. Even if such a player builds an advanced refinery somewhere else, not only is this forcing players to redo a system they may have put considerable design time and effort into making, there is pretty strong pressure to get rid of the old setup anyways to not waste crude on the old, far less efficient (by about a factor of 2) recipe. For an analog, consider electric furnaces, which some people don't even bother with as a matter of course. In that case, there is, again, a higher tier of building that breaks previous setups unexpectedly due to spacing if not known about beforehand, and it similarly draws the ire of players as a result. The big difference, though, is that players have the option of simply not switching to electric furnaces if it bothers them enough, with no great loss. Not so with oil.
Using inefficient BOP instead of AOP, is not problem as much as not using electric furnaces is not a problem. If player has enough oil, they won't mind using BOP, if they are short on oil, AOP can help them solve that problem.