Push sulfur to blue tier.
Posted: Sun Aug 30, 2015 1:56 am
I had gone through the reasons in another thread but decided to make a dedicated topic here. The basic idea is in the title. Sulfur is a raw material that consumes huge amounts of petroleum gas. Basic oil production does not provide enough gas by a long shot, so the player needs to research advanced oil to make sulfur based items. Advanced oil is blue tech. So why not push Sulfur technology to the blue tier?
The most important issue is that blue potions require sulfur for their batteries. It is simple to remove the battery requirement, and upgrade a simpler item to a heavier requirement. IMO the best option is to upgrade the steel bar into a basic engine. This makes blue potions very iron heavy and keeps a similar level of production complexity, but it is FAR cheaper on oil. That gets rid of the weird hiccup where blue potions require blue research to be viable.
What does blue tier sulfur do for combat? It seems to be very little. Gun turrets are pretty nice now and ammo based defenses are pretty reliable. Player equipment doesn't need sulfur until the processing units for advanced armor. Module batteries become difficult to get, and they are pretty important for solar powered suits. They would need a considerable buff to be viable at blue tier. Rockets also get pushed further down, but they can't be strong AND struck at the lowly green tier. This gives an opportunity for rocket buffs. There is a slight hiccup where basic modular armor is green tier, but requires a small number processing units. This recipe would need to change, perhaps to use speed modules or electric engines instead.
What does blue tier sulfur do for bases? Obviously you can't use battery items until blue tier. This means you can have solar panels, but can't use them permanently until accumulators come much later. Laser turrets are slower to get, which means more effort is needed on early gun turrets and walls. ALL the logistic systems get pushed into blue tier because drones need batteries for their flying frames. This is not a major change for a logistic bot rush, as you need advanced oil and a blue tier base in any case to pump out bots for the system. I'd argue these bots are strong enough to warrant being blue tier in any case. Processing units take sulfur, but they are also arguably a blue tier component.
So what do you guys think? I think it is a good idea to break up the massive techsplosion that happens at green tier. The player already gains access to vehicles, trains, solar, and a whole new oil resource chain. That's a lot to learn at once. That's a lot of factory to build all at once! Removing sulfur from the equation helps to ease the deluge of new green tech, and it makes blue tech far more rewarding to get. Take care to note that many of the best technologies need sulfur as an ingredient. Logistic systems are awesome, solar power that works at night is awesome, and laser turrets are awesome. These are all very powerful and game changing things individually, but they are not CRITICAL techs that the player immediately NEEDS to have. That makes them good candidates for being blue tech.
The most important issue is that blue potions require sulfur for their batteries. It is simple to remove the battery requirement, and upgrade a simpler item to a heavier requirement. IMO the best option is to upgrade the steel bar into a basic engine. This makes blue potions very iron heavy and keeps a similar level of production complexity, but it is FAR cheaper on oil. That gets rid of the weird hiccup where blue potions require blue research to be viable.
What does blue tier sulfur do for combat? It seems to be very little. Gun turrets are pretty nice now and ammo based defenses are pretty reliable. Player equipment doesn't need sulfur until the processing units for advanced armor. Module batteries become difficult to get, and they are pretty important for solar powered suits. They would need a considerable buff to be viable at blue tier. Rockets also get pushed further down, but they can't be strong AND struck at the lowly green tier. This gives an opportunity for rocket buffs. There is a slight hiccup where basic modular armor is green tier, but requires a small number processing units. This recipe would need to change, perhaps to use speed modules or electric engines instead.
What does blue tier sulfur do for bases? Obviously you can't use battery items until blue tier. This means you can have solar panels, but can't use them permanently until accumulators come much later. Laser turrets are slower to get, which means more effort is needed on early gun turrets and walls. ALL the logistic systems get pushed into blue tier because drones need batteries for their flying frames. This is not a major change for a logistic bot rush, as you need advanced oil and a blue tier base in any case to pump out bots for the system. I'd argue these bots are strong enough to warrant being blue tier in any case. Processing units take sulfur, but they are also arguably a blue tier component.
So what do you guys think? I think it is a good idea to break up the massive techsplosion that happens at green tier. The player already gains access to vehicles, trains, solar, and a whole new oil resource chain. That's a lot to learn at once. That's a lot of factory to build all at once! Removing sulfur from the equation helps to ease the deluge of new green tech, and it makes blue tech far more rewarding to get. Take care to note that many of the best technologies need sulfur as an ingredient. Logistic systems are awesome, solar power that works at night is awesome, and laser turrets are awesome. These are all very powerful and game changing things individually, but they are not CRITICAL techs that the player immediately NEEDS to have. That makes them good candidates for being blue tech.