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What do you think about size?


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So now that maps are smaller.. and spread out it got me thinking

Everything about power is now "different" meaning I don't need one sour gas boiler producing 4 pipes of natural gas being fed to 44 natgas generators to produce idk how many watts. As a matter of fact.. some maps might not see me build a natural gas or petroleum generator. Since the "main map of classic" is now spread out to many maps.. power is now broken to mini bases that you just cannot access/provide (not even through warp pod building thing -yes you can send natgas or petroleum from one map to another but it is cumbersome since water is hindered for oil wells) Would be nice if I could plug a heavy watt wire into the warp pod linking up power production and consumption to two bases not just one..

The petroleum boiler I do see the benefit of building especially since it can be so compact and, well, final product is plastics something I can produce and use to build which is the end line consumption -not to mention 1:1 efficiency ratio. But is there an actual need to build a sour gas boiler (besides sulfur)? And even if I do how do I spread out all that natural gas production to different maps? Should each map have 1 source of water - 1 oil reservoir to aide each base? What do you guys think about this shift? What do you see being your power production pipeline as? Natural Gas? Lumber? Coal? Solar?

1 hour ago, misotoma said:

Would be nice if I could plug a heavy watt wire into the warp pod linking up power production and consumption to two bases not just one..

you can plug your power source - coal, petrolum, ethanol, NGas - and transport them to the other planet. works pretty much the same

1 hour ago, misotoma said:

What do you guys think about this shift?

I like smaller and more unique asteroids. That brings nice dynamic to the game. More unique enviroments bring more challenges and therefore the game is more fun for me. I wouldn't say that each should have "at least X and Y" - the fact that each one is different makes them fun, so I wouldn't mind if one asteroid didn't have water at all and if you wanted to stay there you should work around this obstacle

I agree with it bringing a nice dynamic to the game. It is very different now.. It's nice but we still have to see the 3,000 cycle plays out there that cheese the game to its limit. Until then .. just play normal for now lol.

44 minutes ago, pether said:

works pretty much the same

Well personally what I would like is plugging a power cable into the warp building and allowing it to connect to the first asteroids' power grid.. essentially sharing both maps into one grid.. this way I can go a little bit crazier with my builds instead of just being limited to each map. The warp building is the only thing I'm talking about at the moment since I haven't delivered say.. natural gas to the third asteroid for example. I don't know what that entails or how to manage it. Before you would just burn energy since it is constantly produced through big numbers.. but because of the size limitations and obviously time constraints of sending resources back and forward to other planets, you now need automation and burn only what is needed. Which is cool. But I go back to mentioning only the warp building.. having a power connecting option would be awesome.

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