ZombieDupe Posted June 22, 2021 Share Posted June 22, 2021 I commented this idea elsewhere before but it really deserves its own topic of discussion I think. Using the teleporters between the first two planetoids is rather easy, I'm not even convinced that it should be a necessity, but it is a nice feature. We also don't have enough things that take radbolts for fuel or to be powered in some sense, so why not fix the two problems? Have all teleporters for both resources and duplicants require radbolts to be recharged and used up every time they are used. That would make you engage both with the radiation system and the teleportation system more than just teleporting resources whenever you feel like it and duplicants only when you decide to do so, not out of necessity, it's really just too easy and simple in my opinion. Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/ Share on other sites More sharing options...
TuxSam123 Posted June 22, 2021 Share Posted June 22, 2021 1 hour ago, ZombieDupe said: I commented this idea elsewhere before but it really deserves its own topic of discussion I think. Using the teleporters between the first two planetoids is rather easy, I'm not even convinced that it should be a necessity, but it is a nice feature. We also don't have enough things that take radbolts for fuel or to be powered in some sense, so why not fix the two problems? Have all teleporters for both resources and duplicants require radbolts to be recharged and used up every time they are used. That would make you engage both with the radiation system and the teleportation system more than just teleporting resources whenever you feel like it and duplicants only when you decide to do so, not out of necessity, it's really just too easy and simple in my opinion. I like this idea, however, there needs to be some sort of accesible radiation source for all the planetoids. For example, I'm pretty sure sure you have to explore a lot to get a wheezewort on the Forest Cluster. Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1471281 Share on other sites More sharing options...
ZombieDupe Posted June 22, 2021 Author Share Posted June 22, 2021 2 hours ago, TuxSam123 said: I like this idea, however, there needs to be some sort of accesible radiation source for all the planetoids. For example, I'm pretty sure sure you have to explore a lot to get a wheezewort on the Forest Cluster. I mean sunshine is always available. Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1471343 Share on other sites More sharing options...
TuxSam123 Posted June 22, 2021 Share Posted June 22, 2021 2 hours ago, ZombieDupe said: I mean sunshine is always available. Yeah, but the surface is miles away from the teleporter. Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1471389 Share on other sites More sharing options...
pether Posted June 22, 2021 Share Posted June 22, 2021 Radbolt fueled teleports are a good idea, but on one condition - we are talking about new building that allows duplicants to fast travel the same way as transit tube, but faster. Nerfing teleports connecting first two asteroids is a really bad idea - those are there to teach player how to manage several bases. It would be terrible to disable learning tool in the middle just because you don't have wheezeworts... Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1471416 Share on other sites More sharing options...
ZombieDupe Posted June 23, 2021 Author Share Posted June 23, 2021 12 hours ago, pether said: Nerfing teleports connecting first two asteroids is a really bad idea - those are there to teach player how to manage several bases. It would be terrible to disable learning tool in the middle just because you don't have wheezeworts... This doesn't make sense. If you are a new player, you should be and likely would be starting on a planetoid with wheezeworts somewhere, even Terra now has some. Plus shine bugs and potentially sun light can provide some radbolts for you as well. The teleporters could start off fully charged too, so you can at least have enough power for one or two trips to and from a planetoid before you get into recharging them. Then all the important lessons are taught and learnt and you still end up with radbolt necessity on the teleporters. Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1471597 Share on other sites More sharing options...
pether Posted June 23, 2021 Share Posted June 23, 2021 1 minute ago, ZombieDupe said: If you are a new player, you should be and likely would be starting on a planetoid with wheezeworts somewhere, even Terra now has some. If you are a new player, you don't even know what wheezeworts are. I don't mind more applications for radbolts, I don't mind increased difficulty and I don't mind high-tech complex teleport buildings. But enforcing difficulty and complexity to learning tools to possibly generate life-threatning scenarios is a BAD idea. It is clear that KLEI wanted teleport asteroid to act like extension to our main base and not a separate colony, with easy resource and duplicant transfer. There is really no need to overcomplicate this concept. But I 100% agree with that statement: 20 hours ago, ZombieDupe said: We also don't have enough things that take radbolts for fuel or to be powered in some sense I would welcome more, more always more things that work on radbolt. To be honest I might never have enough of them, but anyway I believe we didn't reach the reasonable limit yet. So instead of thinking how can we mess with newbies' lifes we could think of some cool and unique buildings that use radbolts? I still wait for radbolt cooking machine and my promised popcorn... Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1471601 Share on other sites More sharing options...
Sasza22 Posted June 23, 2021 Share Posted June 23, 2021 What about the resource transporter? Would that one require radbolts too? It would have to have a slider showing when it runs out of juice. I think the current implementation is fine. It allows you to go in and out if you decide you aren`t ready but not take the unfrozen dupe so you are kinda forced to deal with the new planetoid but still bring both dupes back after a while and try again later. If you needed to recharge it then after you bring dupes back you`d have to do the research and make the radbolt setup before you can try again. Honestly it wouldn`t affect how i play as most of the time i just send a single dupe and not use the teleport later. Other than that it`s just a needless complication that doesn`t add much to the game. How often do you need to send a dupe one way or another? Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1471753 Share on other sites More sharing options...
Em Choque Posted June 25, 2021 Share Posted June 25, 2021 On 6/22/2021 at 10:20 AM, ZombieDupe said: I commented this idea elsewhere before but it really deserves its own topic of discussion I think. Using the teleporters between the first two planetoids is rather easy, I'm not even convinced that it should be a necessity, but it is a nice feature. We also don't have enough things that take radbolts for fuel or to be powered in some sense, so why not fix the two problems? Have all teleporters for both resources and duplicants require radbolts to be recharged and used up every time they are used. That would make you engage both with the radiation system and the teleportation system more than just teleporting resources whenever you feel like it and duplicants only when you decide to do so, not out of necessity, it's really just too easy and simple in my opinion. If you look on the game blueprints (debug menu) this structure is already there... not implemented yet... Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1472802 Share on other sites More sharing options...
Nebbie Posted July 2, 2021 Share Posted July 2, 2021 This would certainly feel better than having to slap down a wheeze and a radbolt generator just to get solar panels and then pretty much not engage with radiation. However, teleporters should be very close to the surface to account for all this. Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1475619 Share on other sites More sharing options...
babba Posted July 16, 2021 Share Posted July 16, 2021 Little idea addition: Perhaps charging the current teleporter with radbolts makes it recharge faster, like double the speed or so. Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1479396 Share on other sites More sharing options...
AndreyKl Posted July 27, 2021 Share Posted July 27, 2021 On 6/22/2021 at 4:20 PM, ZombieDupe said: Using the teleporters between the first two planetoids is rather easy, I'm not even convinced that it should be a necessity, but it is a nice feature. I'm now playing without using dupe teleporters (they are there, I'm just not using them): I'm at cycle ~400, my swamp base mostly runs by itself now (I fast forwarded last 10 cycles to get the 'super sustainable' achievement), researched every rocketry-non-dependent tech and still haven't reached any other planet (partially because I had enough to do at origin, but mostly because it was too troublesome to start the rocketry). Teleporters appear to be a shortcut to rocketry content, because if you use those, you will be 'forced' to start exchanging resources. Teleproters are not quite a necessity, but otherwise game takes too long to reach the main dish. On 6/22/2021 at 4:20 PM, ZombieDupe said: Have all teleporters for both resources and duplicants require radbolts to be recharged and used up every time they are used. Personally I think that it should have been some kind of 'launch site' with an unguided ancient rocket. You fuel it, let the dupe enter and it propels the dupe to preset/fixed destination over cycle or two. Close to surface, with some kind of launch tube that breaches surface, but does not require an airlock. Would be a decent shortcut without being too overpowered or immersion breaking. Can be triggered by automation to send it back to get more dupes. On 6/23/2021 at 12:35 PM, ZombieDupe said: The teleporters could start off fully charged too, so you can at least have enough power for one or two trips to and from a planetoid before you get into recharging them. Or with couple ancient batteries/fuel cells nearby. On 6/22/2021 at 11:18 PM, TuxSam123 said: Yeah, but the surface is miles away from the teleporter. Some kind of cell-making device (cells for dupe and cargo teleporters) close to surface might be an option. Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1482155 Share on other sites More sharing options...
ZombieDupe Posted July 28, 2021 Author Share Posted July 28, 2021 On 7/17/2021 at 12:34 AM, babba said: Little idea addition: Perhaps charging the current teleporter with radbolts makes it recharge faster, like double the speed or so. Sounds fine enough on paper, but if it recharges on its own slowly without it, that could create a wait-grind situation. Basically if the player doesn't want to engage with the radiation system (whether due to fear or it looking too complicated), but wants teleporting available to them and they have nothing else to do in the meantime, they will just wait till the game recharges it, which is just an annoying time sink. Without that slow recharge and the radbolts being a requirement for the recharge, the player would be pushed to at least attempt it once they have enough access to the required systems, through which they would also learn the basics of handling radiation and radbolt control and no wait-grind is created. Link to comment https://forums.kleientertainment.com/forums/topic/131066-radbolt-energised-teleporters/#findComment-1482530 Share on other sites More sharing options...
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