Tertius wrote: Sat Jun 20, 2026 6:19 pm
emty wrote: Sat Jun 20, 2026 5:42 pm
Space casino is not completely dead, it is just changed.
It's dead for a long long time.
I feel this is subjective, it has to be made differently or at a different moment, for some usage it will no longer works, or require more investment, and it's more of an individual perspective, a subjective one, to then call it "dead" "undead" "different" "nerfed". You don't necessarily have to reach 300% productivity or spend 190M research to have a working "quality producting platform", even with 250% you can still use the platform , it's slower and less effective, yet it works, it's not like LDS shuffle where you reach a cap where "plastic becomes catalyst" and the design can 'fundamentally change' past the point where it's a 1=>1 ratio, ( or blue circuits upcycling for instance). Instead for quality it's a continuum of increasing rate of return that can apply on the same platform design. At very late stage, the rate of return is 'virtually unchanged", but if you only have 100% productivity ,or 150% or 200% or 250%, the machine can still be there on your map slowly doing its work. It can still be your only source of quality material for a while, and you should probably make it so it keeps the "uncommon" at first and not the legendary only, so you can turn your platform uncommon where it matters , and then rare, and epic. I feel it's still a choice for the player that is left open , but the reasons for which you'd choose to make a space casino are narrowed down because its effectivity has been reduced and slowed.
h.q.droid wrote: Sun Jun 21, 2026 3:39 am
TCJM wrote: Sun Jun 21, 2026 12:59 am
My main gripe is not with Uncommon or Rare (which are honestly great and require zero changes imho), it is with Epic and/or Legendary. 'If I have an option by default, I should be able to utilize it reasonably' is essentially my argument. This pertains to Epic or Legendary Science specifically for me in particular.
I did legendary science too baring agriculture and promethium. In retrospect, I probably shouldn't have done metallurgic because that was just as unfun as your description
I feel you ARE able to use epic and legendary reasonnably, space casino were never "mandadory" , they were mostly convenient for speedrunners or if you play very fast and you don't have the option to have the materials upgrade in quality over the course of a "regular" game lengh, you reach that point of the "late game" where "all you have left to do is quality" so you design a system whose sole purpose is to create quality from raw material. But in many other game you don't HAVE TO play like that, you can start quality earlier as mentionned on Fulgora and recycle everything that piles up, like a regular fulgora game, you will have a lot of "epic" for sure by the time you unlock legendary or even reach Aquilo, you will definitly be able to use them at least on Aquilo, i did that for robots in my first playthru because it took me time to make sure Gleba was "safe to be left unattended", i had plenty epic that i could use to counter the fact that they are less effective there.
Or you can use recycling loops for certains items, it always was and will be a proper method to achieve "epic" or "legendary" in a significant, or useful way, to make the mech armor, or thrusters or some modules or beacons. I used that mainly to force the "big mining drill" to be the best quality level available, because i feel unlike some other pieces like accumulators i have no use for the lower tier. Accumulators are very different because you need them for science, so here it's a place where you can use yet another method to reach some epic and legendary => use quality module in the EM plant that makes accumulators. Those of no quality => goes into science, uncommon, you can ship on Nauvis if you make a solar field there, or recycle, rare i keep for Fulgora because of space constraint, and all the epic and legendary that will pile over the course of the game, i can use them for space platform, where the constraint is the worst.
Also on my list of advice, and sorry if this sounds like i'm belittling or something, i have posted one of your design i liked h.q.droid that i found smart and creative, an inspiring design exercise, but here i think you maybe have made a mistake in not doing the Agricultural science as one of your choice for quality science, because it is very unique and fun (in my subjective opinion) but most importantly, because objectively, agricultural science spoils, and isn't required at all time, thus creating for that particular science alone a window of usability for quality = "to hold on", when you don't need the science, you can turn it into higher quality instead of letting it go to waste, this will provide in the worst case quality spoilage for modules, in the best case, a way to make the best out of the idle time of Gleba. It's unrelated to space casino directly, but if you consider "what's left" i feel there are methods that may be overlooked , some design exercice unthought yet
I did the blue science on Gleba once, as legendary, because why not, i wanted my robots to be like legendary bees, i wouldn't consider it reasonnable , but it made me happy
