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Sure! For anything research cost related, let’s do a discussion thread on the R&D mod page. I’ll make one sometime today when I’m on break.
OET and NET have threads already on their pages if you have general feedback for those.
FYI, these are covered under the Research & Development mod, not this one. :)
I'll look into the Electronic components requirements to see if I can re-balance them a bit more in the middle. The intention was to deliberately make it more difficult to progress to the high-end tech stuff if you don't have your production locked down, and focus more on investing in research to help get you to that point first (i.e. Service Bots, Delivery Drones, Extraction with one dedicated extractor, suitable farms, at least one dedicated crafter) while relying on OET/mid level vanilla items until then.
A "game starter" stone spear is a good idea, and thinking about it, possibly a wooden club and a stone throwing tool that works like a grenade. I'll work on that.
I'm going to re-balance the weapon building requirements for research to the next tier. My thought for the ranged ones was you'd already have most of them made with colonists using them so it wouldn't be too much of a climb. In practice though, that's not always the case. For melee weapons, it made logical sense to have to craft different types to "learn" how to make better ones, but it also uses a disproportionate amount of resources so that's going to be adjusted.
The compound bow and crossbow aren't supposed to be better than the early gunpowder weapons. It's intended to be a linear climb. I'll have to re-evaluate that if that's the case.
Melee weapons
The requirements to craft *every* melee weapon to get from steel to nano-steel versions seem excessive. If I know how to craft a blade, I shouldn't need to craft 4 different kinds of blades.
It feels a little out of sync when I only need to craft 3 spears - that gives me the knowledge to craft 6 different melee weapons, but to just use different steel then I need to craft 12 weapons - that feels excessive. Maybe make it 1 bladed weapon, the hammer and the zweihander?
It's about resource and manpower allocation. I don't have an incentive to build those weapons when the laser pike is good enough. (Maybe melee as whole in this game is poor, but that's not the mod's fault)
That's it for concrete feedback, keep up the great work, really loving your mods!
Firearms:
Crafting what feels like eleven thousand firearms to unlock the next version doesn't make the early weapons a viable alternative, especially if the compound bow / crossbow are on par or better than anything before semi-automatic weapons. I don't really have a recommendation. I usually just rush through the low level weapons.
Sticks&Stones -> Bows -> Compound Bows -> semi automatic -> automatic.
I feel maybe a reduction in production costs might help. Right now it's not worth the effort to craft all the ingredients to build 6 guns that are a sidegrade to the compound bow. I'd rather spend the same resources on racing through the tech tree.
I feel the resource requirements make certain items from the techtree too late to be useful:
Weapon research:
If I don't have a wreck nearby that I can scavenge and/or the scavenging gives me "useless" items like fuel, 1st aid kits or food instead of scrap, I'm dead. I can't build a trap maze, I don't have weapons and I can't craft or research weapons.
Maybe it's possible to add "sharpened sticks" as research? 20 wood, 20 stone, allows me to craft a sharpened stick, with 50-75% of the damage of a spear and poor, very poor durability? They should at most last 2 fights.
Medical Bed:
By the time I can "afford" the medical bed, most of my people have maxed out medicine anyhow, and, generally speaking, getting hurt is a non-issue since my base is near impenetrable anyhow with mazes, flamethrowers, turrets and me going out with long range weapons to decimate the crowd first.
I have been playing on the Ansible Relay scenario.
Here's my very subjective feedback, which I need to split up over 4 posts.
Part 1:
I love the resource requirements, they really slow the game down in a good way. I need to strategize more on what I want to research and when and need to alingn that with getting resources ahead of time, really loving it.
With that said:
The bottlenecks for me are the immense Electronics, CPU and Metal requirements to research. I have 2 people going to grab endless fuel and endless ore events with two balloons, my silicon farm is 3 times the size of my food production (graingrass, meatplants, veggies, and a wild fruit-bush patch) and I can't seem to get ahead with the metal and electronic demands.
(AND I need to time it so my two guys aren't away while I get yet another wave of crabs attacking my base)