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Teleporters vs. No Teleporters


Do you turn off teleporters?  

63 members have voted

  1. 1. *

    • Yes, for the majority of my colonies.
      21
    • Yes, but only sometimes.
      6
    • No, most of the time.
      11
    • Never.
      25


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I like teleporters. They fit nicely into the game. However, I also enjoy playing without them. It motivated me to start on rocketry much earlier.

For my first game after release, I think I will play with them activated to see if they provide new lore elements.

It is supposed to be easier to colonize new asteroid through teleport, especially when you have means to teleport resources back and forth. But for me it seems a little harder because of limited transition through teleport... For me it's much easier to colonize new asteroid with a rocket and 3 dupes or 2 rockets and 4 dupes. Although it is kind of limited on resources you can bring to or take from new asteroid, and involves lot's of micromanaging, but you can get any number of dupes to new asteroid or from it any time you want, without waiting while teleporter recharges.

Although I played all my games with teleporters turned on, but I don't see much difference having them or not. Either way I would choose rockets for colonization.

2 hours ago, WhiteWind36 said:

It is supposed to be easier to colonize new asteroid through teleport, especially when you have means to teleport resources back and forth. But for me it seems a little harder because of limited transition through teleport... For me it's much easier to colonize new asteroid with a rocket and 3 dupes or 2 rockets and 4 dupes. Although it is kind of limited on resources you can bring to or take from new asteroid, and involves lot's of micromanaging, but you can get any number of dupes to new asteroid or from it any time you want, without waiting while teleporter recharges.

Although I played all my games with teleporters turned on, but I don't see much difference having them or not. Either way I would choose rockets for colonization.

I do agree with you that the teleporter comes with its own set if challenges, but when they are on, you can use them in addition to rockets. It's an extra tool that can be very easily setup. For example, pumping o2 requires a single duct and a vent on the other side compared to having to set up o2 production in your new colony and send a rocket with dupes to build it.

I think the teleporter can be a limitation if you try to only use the teleporters for that asteroid and no other means of transportation for dupes or resources. Otherwise, it's just another way to get some materials across very easily.

I like playing without teleporters for the increased reliance on rocketry, but i also like the unique connection the resource teleporters give a pair of colonies.

I kind of wish there was an option that disabled dupe teleportation, but still allowed usage of the resource teleporters.

Mixed feelings about it. It's a very different game without the teleporters. The biggest issue becomes petroleum and how you get that where you need it. Although I've converted to H2 rockets, so that's kind of a non-issue.  I now have a rocket setup to deliver super coolant.

21 minutes ago, babba said:

I`m starting to get in to rocketry at cycle 1600, big base, no teleporters.

Babba, did you not get the memo? Space is supposed to be -the thing- in Spaced Out! More integrated to the tech tree they said, rockets used earlier in the game they also said. :wilson_ecstatic: Get them dupes airborne before your game crashes.

49 minutes ago, babba said:

Cycle 4000-8000 is for space resource collection, step by step.

I started to collect resources through multiple asteroids from cycle ~150 and space resources from fields ~600... And by cycle 800 or so, I would have all research completed and producing super coolant.

1 hour ago, NewWorldDan said:

It's a very different game without the teleporters. The biggest issue becomes petroleum and how you get that where you need it

Don't have crude oil on either of asteroids with teleports. And don't see a need for petroleum rockets... Planing to use steam until I will switch to hydrogen engine... For me petroleum is only for super coolant production or for power and water, when I will build sour gas boiler.

3 hours ago, KonfigSys said:

The question is set such a way that the first time I quickly looked at it and voted "yes". So I have NEVER turn off teleporters.

If you ask a question "do you use teleporters?", you would get much more "yes".

Looks like I have voted the wrong side. :lol:

No teleporter super sustainable loca-carnivore on rad moonlet was less fun than I expected, so I'll probably go back to teleporters.

More biomes = more creativity can be involved

In b4 "try something that isn't as restrictive" - no, I can't. It hurts more to stop than to keep going. Wherever I am, I must also play on hard mode.

On 12/14/2021 at 3:52 AM, WhiteWind36 said:

Funny thing about 'no teleporters' generation that is the same generation even with all other gravitas useless stuff just without teleporters... I thought there will be no teleporters involved zones and gravitas buildings.

I find this very odd.  It's like we have all the signs of a teleporter, but no teleporter.  I think I would prefer that "no teleporter" just deletes those buildings.

Also, why is using the teleporter an achievement when "no teleporter" mode could be harder, at least for some things like getting the carnivore achievement (in an all achievement run) or less time consuming overall for getting some achievements like the super sustainable achievements.  As an example, I can imagine that playing no teleporter on the frozen forest can be alright for locavore/carnivore.  Teleport some to the other planet.  Get more hatches from the desolands, or pacu, slugs, and pufts from metallic swampy, something from flipped, or some more pips from the radioactive ocean (and probably settle mostly there also... still might be rather rough).  But, imagine an all achievement run no teleporter on the frozen forest.  You get one hatch to start with it.  A handful of pips.  It doesn't look like there's anywhere to grow arbor trees without heating, and heating will take some time.  You also have a potential cold leak issue from beyond the granite, which could kill your starting critters if you're not careful with them all.  I don't know, maybe getting a space heater with enough insulation for ranches doesn't take as long as I think, but I still think that no teleporter would make all achievement runs more challenging.

6 hours ago, Spoonwood said:

why is using the teleporter an achievement when "no teleporter" mode could be harder,

Because using a teleporter is original design by DLC. No teleporter option is later introduced due to player requests.

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