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The loader drone still needs a line of sight, so you'll still have to rely on the smaller autoloaders to feed turrets on lower decks if they have a roof.
strategic holes required. windows are considered blocks and hollow tiles also block
If I remember rightly the biggest complaint from the community was that conveying ammo ended up lagging the game until it was unplayable. Nobody said "If only the autoloader held more ammo" or "I wish the autoloader was bigger and took up even more of the base!". While the new loader is powerful, it doesn't address the problem of boxes of ammo placed into the world cluttering up the place and causing lag. It just delays it.
So while it's a good effort and I appreciate Team Ranger for listening and attempting to tackle this issue, I don't believe it's the right way to go for end game autoloaders and the end game concept of AFK base operation.
I'm not sure the game is designed around the idea of AFK. I imagine the game is designed to be played, like most games.
You can clear ammo from the ground from the pause menu.
You can design your base around producing the right amount of ammo so that excess is a minimum.
You can turn auto ammo makers on and off at will.
If the goal is truly to make the game not need to be played at all, I don't think that's a very good goal.
I get what you're saying and at the same time I must disagree. Tending to the monotonous needs of the base isn't gameplay. Outpost Infinity Siege is a looter shooter. The gameplay is looting and shooting. The outpost should be made to handle itself indefinitely as that's the name of the game in every meaning of the expression.
The supreme autoloader is made to remove that tedium and alleviate wonky physics engine logistics. It does that but it's not a solution, it just delays the problem from showing up.
If the problem you're talking about is excess ammo lagging the game then just press 'Esc' and delete it. Problem solved. Surely if you're making so much excess it's breaking the game you can afford to get rid of it without hurting your base.
You can also, like I said redesign your base to produce something closer to the appropriate amount of ammunition needed. You can also turn ammo makers on and off at will in person or remotely. I think there are a lot of tools to solve your issue.
I think some degree of human moderation and intervention is a designed part of the game even at end-game, after all this isn't cookie-clicker.
I play infinite mode and I just check my base every few waves to see if I'm over-producing or under-producing ammo and adjust the ammo makers accordingly. It's a pretty low amount of interaction, and I don't even have Supreme auto loaders yet.
build low and build high to keep them separated,.