Re: Solar panels less of a no-brainer
Posted: Sun Jan 24, 2016 3:30 pm
I think the actual underlying question here is not "Why is solar so OP?", it is "Why does the majority of players gravitate towards solar?" The same thing happens with steel and electric furnaces, most people go for electric furnaces even though steel ones are either more efficient or have far lower up-front cost, depending on whether you use efficiency modules or not.
Why? Because they are far nicer to use. You can place them anywhere without the need to be close to water, you don't have to defend them because they don't pollute, there's no need to worry whether the belts bringing them coal still have enough throughput, etc. You just plop them down with a blueprint somewhere and done, let's move on. Most importantly, solar hugely reduces the need to build new outposts, one of the most boring parts of the game. Most people don't enjoy laying long railroad tracks or building 8-lane belt highways; if you gave them hugely inefficient transport aircraft they would use them almost exclusively just to avoid the tedium of connecting outposts to the base.
That's what makes solar 'superior' - player's time and patience is a resource as well, and solar scales much better than steam does. Ideally we would get an option to automate outpost-building, or something like a nuclear fission reactor. Speaking of which, if we want to avoid a "Nuclear reactor less of a no-brainer" topic in the future, the reactor should be mechanically complex, modular and present trade-offs between efficiency, complexity and power (and possibly the danger of Chernobyl-like steam explosion if something goes wrong). The game would then present an interesting decision - should you go with the easy-to-use but expensive solar, or the cheap but complex nuclear?
Why? Because they are far nicer to use. You can place them anywhere without the need to be close to water, you don't have to defend them because they don't pollute, there's no need to worry whether the belts bringing them coal still have enough throughput, etc. You just plop them down with a blueprint somewhere and done, let's move on. Most importantly, solar hugely reduces the need to build new outposts, one of the most boring parts of the game. Most people don't enjoy laying long railroad tracks or building 8-lane belt highways; if you gave them hugely inefficient transport aircraft they would use them almost exclusively just to avoid the tedium of connecting outposts to the base.
That's what makes solar 'superior' - player's time and patience is a resource as well, and solar scales much better than steam does. Ideally we would get an option to automate outpost-building, or something like a nuclear fission reactor. Speaking of which, if we want to avoid a "Nuclear reactor less of a no-brainer" topic in the future, the reactor should be mechanically complex, modular and present trade-offs between efficiency, complexity and power (and possibly the danger of Chernobyl-like steam explosion if something goes wrong). The game would then present an interesting decision - should you go with the easy-to-use but expensive solar, or the cheap but complex nuclear?