Tobruk Posted February 12, 2018 Share Posted February 12, 2018 I have four exosui checkpoints leading from my base into the wilderness. Should I wall off those sectors of the map, so that no dupe can exit from one checkpoint and return through another? Or is it completely necessary? I thought that this would prevent a situation where one checkpoint has many suits lying around, with others having none. What do you think? How do you set up your exosuit system? Link to comment https://forums.kleientertainment.com/forums/topic/87522-should-i-block-of-sections-of-the-map-for-different-exosuit-checkpoints-to-prevent-mixing/ Share on other sites More sharing options...
Saturnus Posted February 12, 2018 Share Posted February 12, 2018 I tend to design my base on tree like structure giving the path finder as few as possible multiple choice points to consider. I usually have one exit going left and one right. They must never meet anywhere on the map. And at any point there must be one, and only one route back to base. For me that system has worked flawlessly, and I never have problems with dupes getting stuck because they can't determine which way to go. I also seem to get better frame rates as a bonus so I'd whole-heartedly recommend it. Link to comment https://forums.kleientertainment.com/forums/topic/87522-should-i-block-of-sections-of-the-map-for-different-exosuit-checkpoints-to-prevent-mixing/#findComment-1003364 Share on other sites More sharing options...
Luminite2 Posted February 12, 2018 Share Posted February 12, 2018 There is a setting on the checkpoints that lets you determine whether suit-wearing dupes are allowed to return through them based on whether there are empty spots. One setting is "drop your suit on the ground if there is no space", the other is "you aren't allowed to return here unless there is space." If you don't want to ever have to deal with manually moving suits around, it may be ok to have the sectors connect as long as you use the second setting mentioned above (I forgot the name in the UI, sorry). It's possible that a dupe will be right outside the north sector checkpoint and will have to run all the way to another one because he got ninja'd by another dupe returning through that checkpoint; if you aren't worried about that, then walls aren't necessary. Link to comment https://forums.kleientertainment.com/forums/topic/87522-should-i-block-of-sections-of-the-map-for-different-exosuit-checkpoints-to-prevent-mixing/#findComment-1003365 Share on other sites More sharing options...
Master Miner Posted February 13, 2018 Share Posted February 13, 2018 It's a trade of. If you allow traveling from sector to sector without going through the base (which implies taking of exosuit at one gate and putting another on at the other gate) you will be able to transport stuff from one sector to the other much faster and risk free. Also, if you don't have plenty of exosuits, dupes can use the other sector's gate to come and help if needed. If you don't like exosuits lying on the ground, you can set the checkpoints to "vacancy only" - dupes will go to the gate with free slot instead of dropping the suit on the floor (and have to collect it and deliver it at the other gate later). I prefer this (vacancy only) setting, because when they travel back to the base to go to sleep the extra travel time doesn't matter. The disadvantage is that dupes will sometimes have to travel to a more distant gate to return to the base. But the did have a reason to cross to another sector before that, so they did save some travel time already, so the loss is probably not too big. The problem is solved once you can build transit tubes that connect the gates among each other - and remote areas. Link to comment https://forums.kleientertainment.com/forums/topic/87522-should-i-block-of-sections-of-the-map-for-different-exosuit-checkpoints-to-prevent-mixing/#findComment-1003593 Share on other sites More sharing options...
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