Reduce beacon range or effectiveness
Posted: Thu Nov 30, 2017 1:21 am
Beacons have a range of two tiles from their own edge. Since the cost of modules is orders of magnitude above any other infrastructure cost, a common challenge is to optimize production per module, or equivalently to make sure each beacon affects as many plants as possible and each plant is affected by as many beacons as possible.
In almost all cases, the optimal solution is to have rows of beacons interleaved with rows of production plants. This allows every beacon to affect 8 plants, and every plant is affected by 8 beacons. This leaves 2 tiles on either side of the plant, and the challenge in developing late-game setups is fitting the needed logistics into those 2 tiles, which often (but not always) means bots are a natural choice.
I think any problem with a rubber stamp solution risks being boring, just like how 2xn nuclear plants are the only way to get max neighbourhood bonus.
Suggestion: Make beacons only affect adjacent plants (i.e. one range around their edge), or alternatively have less (e.g. 50%) effect on plants that are not directy adjacent. A backwards compatible suggestion would be to create a "beacon mk2" that functions like a normal beacon at range 2, but has double (i.e. not halved) effect on adjacent plants.
This would open up the design game more by making it attractive to place plants directly to beacons and either using the other edge of the plant for logistics, or spacing out plants more and using the space in between for logistics.
In almost all cases, the optimal solution is to have rows of beacons interleaved with rows of production plants. This allows every beacon to affect 8 plants, and every plant is affected by 8 beacons. This leaves 2 tiles on either side of the plant, and the challenge in developing late-game setups is fitting the needed logistics into those 2 tiles, which often (but not always) means bots are a natural choice.
I think any problem with a rubber stamp solution risks being boring, just like how 2xn nuclear plants are the only way to get max neighbourhood bonus.
Suggestion: Make beacons only affect adjacent plants (i.e. one range around their edge), or alternatively have less (e.g. 50%) effect on plants that are not directy adjacent. A backwards compatible suggestion would be to create a "beacon mk2" that functions like a normal beacon at range 2, but has double (i.e. not halved) effect on adjacent plants.
This would open up the design game more by making it attractive to place plants directly to beacons and either using the other edge of the plant for logistics, or spacing out plants more and using the space in between for logistics.