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[Concept Art] A Module System for Modifying Buildings


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Concept Art, will explain what I mean

I was bored at work so I brainstormed this mastapiece and doodled the above when I got home.

Is this a good addition to the game?  Eh, probably.  I'd love to see what Klei themselves think of this.

Please give your thoughts! :)

P.S. Klei if I am not able to produce Slush Bars by tomorrow morning I will turn off my Algae Deoxodizer rn :mad:

7 hours ago, CannedSmeef said:

Concept Art, will explain what I mean

I was bored at work so I brainstormed this mastapiece and doodled the above when I got home.

Is this a good addition to the game?  Eh, probably.  I'd love to see what Klei themselves think of this.

Please give your thoughts! :)

P.S. Klei if I am not able to produce Slush Bars by tomorrow morning I will turn off my Algae Deoxodizer rn :mad:

To be "bored at work" i can not really understand, but the conceptual work is nice.
Don't you think it would add much micro?
I have problems to accept microbe mushed tuning, because i don't use it, it's evil.
For other game objects, like the hydrolizer those modules would make it to easy..

Yep, but when you plan to "tune up" buildings , similar to gen tuning, would add much micromanagement, without changing much.

..but when you would create some sort of "mastermind" modules, to make a cyborg dupe and it could control peon dupes, it would be nice.
Set up some rules for overseers
Hunger game mod, where dupes fight for food in an arena, but printer could print a fresh dupe on the fly, when dead body is inserted into cementary module.
Peaceful heaven mod, dupes dont work, but laugh at working dupes.

 

Anyone who adds illustrations to their sugestions has a plus in my book.

Also I think it is a good idea ven if the details would need a lot of work (both in coding and art assets to be implmented, it's too big a change tothe buiding sytem I fear, therefore making i unlikely it'll get in game when there so much more to add in other domains first.)

Still, I tend to agree that anything that gives more options, more modularity, is generaly good in this kind of  game. I dont care if they aren't necessarily efficient or huge, it's a matter  of adding replayability and more tool to olv problems, whih I feel is a boon. Beside it is a good suggestion even if unlikely to be added due to just how much would need to be added (bot in coding and art assets) an rebalanced in the buildings.

Just now, Smuch said:

Anyone who adds ilustration to their sugestons has a plus in my book.Beside it is a good suggestion even if unlikely to be added due to just how much would need to be added (bot in cod and art assets) an rebalanced in the buildings.

Thanks man, I'm not the type to leave things up to imagination

And what if you turn every building more or less into a modular building (like exosuit stations) and you phisically have to construct modules next to the mainframe?

Just like a microbe musher has a total of 4 slots, 2 left and 2 right, where you can build modules which modify the musher's performance.

Eg.

Advanced Mush Press (AMP): Costs 50 refined metal to build, lowers the needed amount of water by 20% but raises the power consumption by 20%.

Non-stick Grinder (NSG): Costs 50 refined metal to build, lowers the power consumption by 20% but raises heat production by X.

This way you could modify buildings to your desire. Mix'n'match different modules or specialize a building.

Useful for places where one pump is not enough but two pumps aren't cost effective anymore. Or where two stations wouldn't fit but one station with modules would.

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