Science Pack Redo - What would you do?
Posted: Tue Feb 03, 2015 2:56 am
Science packs feel weird when they're crafted from metals, parts, and alien orbs. I just don't think doing science really fits with a resource hungry capitalistic business. They're cheap, but demand a lot. So you get simplistic, but highly capable construction suit capable of self upgrading from a low cost suit to a high resource consuming factory to build a mining operation for sale on the galactic market.
The mindset I put the game is that when you land, you have a wearable construction bot suit which when provided with materials, can craft a small set of items. However, since it can only craft so much and some things it can't make, you need to "tech up" your bot to produce more complex goods and parts. The "science packs" which I think of as Upgrade Kits, go into the "Science Lab", which turns these upgrade kits into specialized parts your current construction suit & machines didn't have before that now enable them to produce new things.
So it's not a matter of reinventing the wheel when I start a new game and more of required build up of infrastructure to support a factory growing in complexity on each new world.
Red Science Packs become Actuators.
Green Science Packs become Servos.
Blue Science Packs become CPUs.
Alien Science Packs become Sensors.
The actuators open up early tech, helping early tech development with basic robotics. As you start applying Servo upgrades, things get faster and stronger, making larger construction easier. Going into the CPUs, machines get faster and more intelligent, fueling a more logistically robust system. With alien artifacts, we've noticed they improve sensor capabilities allowing better weapon effectiveness as well as performance a lot of areas.
This is just how I think of science packs and what they're really getting used for. I find it more fitting and more satisfying. If you got ideas, share them!
The mindset I put the game is that when you land, you have a wearable construction bot suit which when provided with materials, can craft a small set of items. However, since it can only craft so much and some things it can't make, you need to "tech up" your bot to produce more complex goods and parts. The "science packs" which I think of as Upgrade Kits, go into the "Science Lab", which turns these upgrade kits into specialized parts your current construction suit & machines didn't have before that now enable them to produce new things.
So it's not a matter of reinventing the wheel when I start a new game and more of required build up of infrastructure to support a factory growing in complexity on each new world.
Red Science Packs become Actuators.
Green Science Packs become Servos.
Blue Science Packs become CPUs.
Alien Science Packs become Sensors.
The actuators open up early tech, helping early tech development with basic robotics. As you start applying Servo upgrades, things get faster and stronger, making larger construction easier. Going into the CPUs, machines get faster and more intelligent, fueling a more logistically robust system. With alien artifacts, we've noticed they improve sensor capabilities allowing better weapon effectiveness as well as performance a lot of areas.
This is just how I think of science packs and what they're really getting used for. I find it more fitting and more satisfying. If you got ideas, share them!