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Should the Rocket Training Center make a return?


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The rocket training center was removed in correspondence to the new skill system. I liked it personally because it was a fun/entertaining way of making a dupe a pilot. I can see why it may not come back, but I think it's worth having just for the entertainment factor.

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1 hour ago, Coolthulhu said:

Or maybe it's completely redundant and wasting time on having the pilot spin around is not beneficial to the gameplay in any way.

The fix for that is obviously an easy one: Just make it beneficial then.

 

but welp, the .gif pretty much shows why it was removed... it was too dangerous(ly awesome) :wilson_cry:

This came up a while ago (when it was removed). Then, and now, I argue that the training center should be reinstated but changed in order to produce "space flight itineraries" just like farm station power ups or power station tune ups, and these itineraries could be used to drastically reduce space flight time. Thereby achieving two goals; a) that you don't technically need them in order to make space flights, and b) that they provide a considerable efficiency advantage if you do use them similar to those of other work related stations.

10 minutes ago, Coolthulhu said:

it would still be a time waster

that's what games tend to be the more "story" they lack~

of course you want it to be compelling, to be enjoyable still but coupled with the reward, the animation is indeed what not few find entertaining. It is not like the farm and power station are not wasting "time" in the same vain (to save time). Not few either do also wish for the means to let dupes train skills without having to work

59 minutes ago, Saturnus said:

This came up a while ago (when it was removed). Then, and now, I argue that the training center should be reinstated but changed in order to produce "space flight itineraries" just like farm station power ups or power station tune ups, and these itineraries could be used to drastically reduce space flight time. Thereby achieving two goals; a) that you don't technically need them in order to make space flights, and b) that they provide a considerable efficiency advantage if you do use them similar to those of other work related stations.

One vital difference between farm stations/tune up and your idea is that farm stations trade dupe time for growth time or power production.

Your idea trades dupe time for more dupe time and so would be either a no-brainer or redundant, depending on whether you'd get more time than you lose or less/equal time.

Though that idea can be changed somewhat to make it like farm station/tune up: if instead of affecting flight time it affected required fuel, it would allow trading dupe time for resources, just like the two other stations.

30 minutes ago, Coolthulhu said:

Though that idea can be changed somewhat to make it like farm station/tune up: if instead of affecting flight time it affected required fuel, it would allow trading dupe time for resources, just like the two other stations.

In a way my idea already is doing that. If a round trip is reduced from 18 to 12 cycles for example you can pick up 50% more resources from space in the same amount of time.

So while it doesn't save fuel, at least not as I originally intended the idea, it does reduce time to make flights and thereby gives you more resources. The alternative being to make more rockets just like for farm stations and power stations where you can just build more farm plots or generators to compensate for not getting the bonus.

I'm part of the minority that preferred the old job morale system, where you could upgrade to every job once you could keep 35 morale.

So maybe that's why I'd like to see it come back, and have it increase your piloting skill just as the hamster wheel increases your tinkering and athletics. I'd love to be able to max those stats and I enjoy spending the time to do so.

2 hours ago, Saturnus said:

In a way my idea already is doing that. If a round trip is reduced from 18 to 12 cycles for example you can pick up 50% more resources from space in the same amount of time.

So while it doesn't save fuel, at least not as I originally intended the idea, it does reduce time to make flights and thereby gives you more resources. The alternative being to make more rockets just like for farm stations and power stations where you can just build more farm plots or generators to compensate for not getting the bonus.

I found out using oni calculator that they help you reduce polluted water costs for pincha peppers and reduce water costs for berrys :). My intention was some sort of training that would make the pilloting skill becomes super strong to avoid waiting for rockets max like 3 cycles even farther distances with last tier rockets and full trained pillots.

2 hours ago, Saturnus said:

So while it doesn't save fuel, at least not as I originally intended the idea, it does reduce time to make flights and thereby gives you more resources.

But when would you NOT want to do this? If it's obviously better than not doing it, the problem certainly isn't a lack of building, but rather rocket flight times being too long. Which they probably are.

2 hours ago, Ambaire said:

Why do you hate fun?

I love fun, that's why I'm against ideas that pretend to be fun but are the opposite of it.

The road to fun is made of careful and boring examinations of what actually makes things fun. Going for flashy gimmicks is, in vast majority of cases, a great way to kill fun.

7 minutes ago, Coolthulhu said:

But when would you NOT want to do this? If it's obviously better than not doing it, the problem certainly isn't a lack of building, but rather rocket flight times being too long. Which they probably are.

Depends on what the cost is doesn't it? Also on short flights to nearest planets does it really matter if it's 2 or 3 cycles if the dupe has to spend half a cycle or so to make an itinerary?

Farm stations cost fertilizer, a scarce resource that takes some time to set up a production of. Power tune ups cost refined metal. Itineraries should cost something you can only find on other planets. Maybe data banks or relics? Something along those lines.

4 minutes ago, Saturnus said:

Depends on what the cost is doesn't it? Also on short flights to nearest planets does it really matter if it's 2 or 3 cycles if the dupe has to spend half a cycle or so to make an itinerary?

But it still sounds like a pure no-brainer for long flights.

4 minutes ago, Saturnus said:

Farm stations cost fertilizer, a scarce resource that takes some time to set up a production of. Power tune ups cost refined metal. Itineraries should cost something you can only find on other planets. Maybe data banks or relics? Something along those lines.

Data bank sink could be good. They currently have no use after the research tree is all done, but you keep getting them when researching new planets for better resource spots.

As long as it took more banks than you could get in the saved time, it would not be obviously better than not using it too. That is, if you can get 50 banks from a visit to nearby asteroid (5 research modules) in 2.7 cycles, those 50 banks shouldn't save more than 3 cycles of flight time.

I think it would be interesting to introduce the following:

  • A rocket pilot skill for dupes
  • Rocket speed depends on the skill of the dupe piloting the rocket
  • Rocket fuel consumption is for each second, meaning a faster pilot will spend less fuel
  • Rocket training center will be the only way to increase rocket pilot stat without actually piloting a rocket
  • A rocket has a dupe checklist for allowed pilots since the player might want to only allow the best pilot when using expensive fuel
  • Perhaps instead of a dupe checklist, a slider with min (and max?) pilot skills could be used for less micromanagement
  • Temporal Tear is only reachable if the dupe has a high enough level. Low level dupes will run out of fuel

As cool as this sounds, I would say it's not for Launch. While implementing this might not take ages (not sure about the workload), adjusting game balance to not make it either underpowered or overpowered could take a while. I would rather just keep the current system and let Klei focus on fixing all known issues with Launch. Sounds like this could be a not insignificant part of some future rocketry DLC.

If Piloting was a skill that reduced mission time then the Training Center could be used to level up the skill.  We could have our astronauts training while our scientists research space and our engineers build the infrastructure needed to get us there.

There are multiple things that could be done with it. Personally i like having this large thing i need a special room for. It challenges my base layout. Ok we got the giant statue now but still.

I think increasing the navigation stat for increased speeds could work but it`s boring. After it`s done there`s no use for the building.

How about instead using it gives a temporary buff reducing rocket travel time. Lets call it G-force training. Dupe can survive accelerating faster when trained which reduces travel time. Then after returning he needs to do it again beacause of no gravity during the flight. This would give you a reason to remve the dupe from the rocket, especially if the buff is substantial (like 30-50%).

1 minute ago, Sasza22 said:

How about instead using it gives a temporary buff reducing rocket travel time. Lets call it G-force training. Dupe can survive accelerating faster when trained which reduces travel time. Then after returning he needs to do it again beacause of no gravity during the flight. This would give you a reason to remve the dupe from the rocket, especially if the buff is substantial (like 30-50%).

That what I suggested above, more or less.

4 minutes ago, Sasza22 said:

How about instead using it gives a temporary buff reducing rocket travel time. Lets call it G-force training. Dupe can survive accelerating faster when trained which reduces travel time. Then after returning he needs to do it again beacause of no gravity during the flight. This would give you a reason to remve the dupe from the rocket, especially if the buff is substantial (like 30-50%).

There is the risk of wasting fuel because a dupe skips G-force buffing. Dupes my get the G-force buff and then not go flying. Buffing a dupe might end up taking longer than the time saved on short haul rockets. Rockets can currently be fully automated meaning this added feature should be possible to fully automate as well or the automation part of the game will be hurt.

Personally I fear this idea is on the road towards micro management hell. It's a nice idea, but it has a high risk of being annoying instead due to dupe stupidity.

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