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The jet suits are amazing, we no longer have to build space ladders.


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I'd like to clear large areas without wasting materials on ladders and such

I prefer using ladders that i can lather deconstruct instead of wasting petroleum and input heat from the jet pack, but you can play as you want....

The reals use for me is the shove vole... that eat regolith, regolith that slow my game enough to make me start a new one....

jet stuff:

1) deal with wheat in ice bioms so you don't get to build lots of small ladders, let ice melt etc. Ice biom is gonna look more  elegant

2) to dig a large amount of stuff in a fast way, so a dupe doesn't have to go sometimes somewhere for material for a ladder when digging 

3) for fun :(

Edit. and maybe the base will look more futuristic without ladders & with "jeted" dupes. for me it matters

 

Its, as always a weighting of pros and cons.

You dont need ladders, but if the fuel is empty, dupes wont get back. And you dont have control over the amount of fuel the suit has stored, when the dupe enters it.

And yes, flying is slower compared to a athletic trained dupe in an exosuit. 

But it has its uses.

3 hours ago, SharraShimada said:

You dont need ladders, but if the fuel is empty, dupes wont get back

Not necessarily though or rather perhaps only rarely, it depends on where you dig and where you have paths. Digging up should as such not be too dangerous but down or too much to the side... luckily, the Oxygen should still be plenty to construct a way back with locally procured materials or at least until help arrives on the double.

On a side note, now I am very curious about the visco gel and how it can be used... though for now I wait, partly due to having less leg but more importantly I'd like to keep&build with my OP Abyssalite.

 

 

16 hours ago, Saturnus said:

Yes, that illustrates my point with it being mostly useless quite well. At the time they have a relevant use case, pretty early game, you do not have access to them, and by the time you do have access to them, you have no need for them.

Yah.  Showing a use case via sandbox which would only be implemnted later in game when you do not have that use case does not make sense.  There are several things that only become useful after you have implemented a solution earlier game.  Now tubes are behind a rocket progress wall, you can take those off the list of things people will use too.  Why do I need tubes after I have end-game done?

man, so much pessimism here. Imo the jet suits look cool and useful. Building a scaffolding of ladders is super annoying and time consuming especially in deconstruction since you can't just blanket command deconstruction on everything but only the farthest tiles first -- otherwise they can end up being out of reach. Not to mention the extra errand on building materials for construction. Really useful for my rocket silo project. Speed doesn't really matter when they are busy digging and building.

Dupes in suits can also pick up meteor iron on top of bunker tiles without having to dig through all that regolith.

2 hours ago, chemie said:

Now tubes are behind a rocket progress wall, you can take those off the list of things people will use too.  Why do I need tubes after I have end-game done?

Wait? I now need a telescope to discover how to suck a dupe through a straw? That makes no sense.

5 hours ago, bleeter6 said:

The tubes need a new material that needs rocket research.

Wait, Tubes are made with plastic, why I need a rocket for get plastic ?, tubes can be building with visco--gel, but is useless do that because vico-gel melt at -30°C (IIRC).

Ehhh, what are you guys talking about? Tubes still can be build from plastic, and the research is done before doing any space related research. I don't think they touched this any other than allowing visco gel as a selectable material.

Also a heads up about a bug: apparently when an exosuit duplicant passes a jet suit checkpoint from the opposite direction of the arrow, the duplicant will drop its exosuit onto the ground. I haven't tested this with the jet suit and the exosuit checkpoint, but I assume the same bug occurs there as well.

On 10/5/2018 at 5:26 AM, Saturnus said:

Seems like it's considerably slower than dupes running on tiles or climbing ladders, and it costs petroleum to use. Question really is, in my opinion, is it useful in any way. Tubes for all their flaws have two useful applications; a) to connect to oil wells and b) to access hermetically sealed areas. So what use does the jet suit have?

Maybe boost 50%-70% speed on space only, since there's no friction in space and dupes need suits to work effectively in space anyway

4 hours ago, camelot said:

Maybe boost 50%-70% speed on space only, since there's no friction in space and dupes need suits to work effectively in space anyway

Or maybe give a speed boost for exosuit engineers or even make a new profession "jetpack pilot" that gives more speed.

On 10/5/2018 at 1:22 PM, ToiDiaeRaRIsuOy said:

Ehhh, what are you guys talking about? Tubes still can be build from plastic, and the research is done before doing any space related research. I don't think they touched this any other than allowing visco gel as a selectable material.

Also a heads up about a bug: apparently when an exosuit duplicant passes a jet suit checkpoint from the opposite direction of the arrow, the duplicant will drop its exosuit onto the ground. I haven't tested this with the jet suit and the exosuit checkpoint, but I assume the same bug occurs there as well.

For the bug, you can prevent it by setting the checkpoint to "Vacancy Only" (also useful if you have a multiple checkpoint base) which makes a suited dupe only go through a checkpoint if there is a dock for them to hang the suit on.  You can toggle just like you would toggle the arrows on a sink.

34 minutes ago, AllPainful said:

For the bug, you can prevent it by setting the checkpoint to "Vacancy Only" (also useful if you have a multiple checkpoint base) which makes a suited dupe only go through a checkpoint if there is a dock for them to hang the suit on.  You can toggle just like you would toggle the arrows on a sink.

The bug is not present anymore I think. I made that post during the preview branch.

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