Large and Heavy items
Posted: Sun Dec 21, 2014 3:03 am
Idea
Concept is simple: Items that are so large, or heavy, that they cannot be transported by any current means (Player inventory; robots; inserters; belts)
These items need to be constructed at their final destination, or require significant infrastructure to move them around.
Anything made from these follows the same rules.
To handle them 3 types of buildings would be sufficient:
- Custom train carts (long and medium delivery)
- Heavy duty belt? (very short distances, requires energy, operates on demand)
- Gantry-like "inserter" (large energy demand, used to move items between factories, belts, and train carts)
Why?
From the first glance it only adds unnecessary difficulty, but there is a reason for it. The difficulty it introduces doesn't scale with resource acquisition, or research.
For example building first roboport is an ordeal, building second one is usually a piece of cake. This is mostly due to the fact, that most items and buildings have single upfront cost, after which they yield benefits for indefinite time.
For proposed items this will be only part of the item "cost". Second part would be the cost of establishing unloading stations - complexes that would be able to receive such heavy items. As such producing 100th item could be as demanding as producing 2nd. Mass production would be even more difficult.
Why different difficulty curve matters?
Balance.
Currently tank is a nice early alien eradication device, but it still cant compete with power armour, simply because it is so much cheaper. And by the time player is capable of making powerarmour he can probably mass-produce tanks and shells in ridiculous quantities, But as the aliens evolve, tank becomes a meager shadow of its former glory...
But making Tank MK2 that needs XXX modules and alien artifacts wont help - it would be mass produced quite fast anyway thus making the game too easy.
But what if you weren't able to simply put tank in your pocket?
What if the tank needs real assembly line to be produced? or repaired?
What if tank needs assembly line to reload its ammo?
Suddenly we are faced with constant difficulty managing the tank at operating condition. Now players would need rail network simply to be able to reload tank shells in reasonable time. And as aliens are defeated the new train stations need to be established.
This will tremendously nerf the current tank, but it would allow developers to make it much stronger, while keeping it balanced.
And this is just one example of many.
Possible uses
- Humongous building construction: not only things like tanks could be "rebalanced" but new buildings could be introduced as well. Ideal for any "end game" buildings.
- Bucket-wheel excavators
- Schwerer Gustav IMHO this would be ideal way to replace current turret creep, as long as it has significant radius (and causes all biters in the area to attack it indiscriminantely)
- Roboport trains anyone?
- Weaponized trains
- Automated tank and car refueling, repair, and reloading
- Riding the train while inside the tank on a train cart
- Modular vehicles?
- Could be used as difficulty modifier.
- Can be expanded into building construction as well (for example robots would only build structures out of intermediate materials and take some time, while heavy infrastructure would simply deliver and place prebuilt buildings)
Concept is simple: Items that are so large, or heavy, that they cannot be transported by any current means (Player inventory; robots; inserters; belts)
These items need to be constructed at their final destination, or require significant infrastructure to move them around.
Anything made from these follows the same rules.
To handle them 3 types of buildings would be sufficient:
- Custom train carts (long and medium delivery)
- Heavy duty belt? (very short distances, requires energy, operates on demand)
- Gantry-like "inserter" (large energy demand, used to move items between factories, belts, and train carts)
Why?
From the first glance it only adds unnecessary difficulty, but there is a reason for it. The difficulty it introduces doesn't scale with resource acquisition, or research.
For example building first roboport is an ordeal, building second one is usually a piece of cake. This is mostly due to the fact, that most items and buildings have single upfront cost, after which they yield benefits for indefinite time.
For proposed items this will be only part of the item "cost". Second part would be the cost of establishing unloading stations - complexes that would be able to receive such heavy items. As such producing 100th item could be as demanding as producing 2nd. Mass production would be even more difficult.
Why different difficulty curve matters?
Balance.
Currently tank is a nice early alien eradication device, but it still cant compete with power armour, simply because it is so much cheaper. And by the time player is capable of making powerarmour he can probably mass-produce tanks and shells in ridiculous quantities, But as the aliens evolve, tank becomes a meager shadow of its former glory...
But making Tank MK2 that needs XXX modules and alien artifacts wont help - it would be mass produced quite fast anyway thus making the game too easy.
But what if you weren't able to simply put tank in your pocket?
What if the tank needs real assembly line to be produced? or repaired?
What if tank needs assembly line to reload its ammo?
Suddenly we are faced with constant difficulty managing the tank at operating condition. Now players would need rail network simply to be able to reload tank shells in reasonable time. And as aliens are defeated the new train stations need to be established.
This will tremendously nerf the current tank, but it would allow developers to make it much stronger, while keeping it balanced.
And this is just one example of many.
Possible uses
- Humongous building construction: not only things like tanks could be "rebalanced" but new buildings could be introduced as well. Ideal for any "end game" buildings.
- Bucket-wheel excavators
- Schwerer Gustav IMHO this would be ideal way to replace current turret creep, as long as it has significant radius (and causes all biters in the area to attack it indiscriminantely)
- Roboport trains anyone?
- Weaponized trains
- Automated tank and car refueling, repair, and reloading
- Riding the train while inside the tank on a train cart
- Modular vehicles?
- Could be used as difficulty modifier.
- Can be expanded into building construction as well (for example robots would only build structures out of intermediate materials and take some time, while heavy infrastructure would simply deliver and place prebuilt buildings)