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I've recently had someone tell me (on the EGS forum) that all realistic does is drag out the time it takes to build and do stuff, but as you nicely explained, that's not nearly all there is to it.
One of the first problems the player has to deal with in realistic. If you wanna build anything large, you first need to build at least a small work and mining ship to get all the necessary stuff together. I like it becouse it forces me to take it step by step and build things i could & would probably skip and never use on more forgiving settings, and by doing so learn new stuff i wouldn't have learned otherwise.
Another good point; besides that, it kinda boosts the necesssity and value of building multiple refineries and assemblers in order to get things done faster. One of my most useful projects so far was building a factory with 8 refineries connected to 4 assemblers (2 refineries per one assembler) and all of them decked out with various booster modules; it really makes a difference when i come back from a mining trip with 300k of platinum ;)
Bam, exactly^^ I find it really cool to look back at my progress from time to time, like sitting in my new moon base, and think "all of this started with the basic lander and took a sh*tload of work, but it was all worth it
Yep, got one like that too :)
Well, here's where we do things a bit differently it seems. I've grown accustomed to do a mandatory "drilling day" once every week or so, during which i only mine ores and amass a large load of them in my factory, refine them and keep them stored; with those in storage i can then pretty much build even 10k steel plates if i'd need them. My usual benchmark is when the iron falls under 5k, then it's time for the next drilling day :)
I'd just another point to your list: building mining, work & cargo ships in realistic settings is also helpful with gauging how many thrusters & reactors the vehicle actually needs to work well; i've just recently started to think that my ships on the workshop probably won't behave as good on more forgiving settings becouse the extra cargo space & weight will be too much for the existing number of thrusters and reactors, which is something to keep in mind when changing the settings on an existing game.
To be honest, realistic settings aren't for everyone. If i'd ever play SE with one of my friends, i'd leave it on the default settings becouse i wouldn't want them to become turned off by the amount of time, work and grinding that it takes to build big projects. I for one enjoy it becouse of the reasons you already mentioned, but i'm pretty sure the majority of people wouldn't... But in any case, i'd also recommend to at least try it at some point, so you can see how much of a difference certain things make on realistic (like extra refineries & assemblers for instance). Cheers!
The few times I tried to play with x10 setting, it bored me so quickly... Doing all x1 is the way to go for me, other settings... just don't make sense : you don't need to build ships, as you could do all by hand faster. Better play creative.
Plus, some of the settings are useless : refinery speed ? Build more refineries. Assembler speed ? With prod modules they build each component faster enough. And you still can build more assemblers too ^^ Welding speed / grinding speed ? Build better tools ! In a matter of facts, the Elite Grinder is so efficient you often attack the block behind the one you grind before realising it ^^
Inventory size, well, I admit this can be a real pain in the exhaust, at the begining. But hey, it always bugged me to see videos of huge ships with a bunch of small containers for storage. Or see people carrying on them more stuff that I have in my small welder :D
For me it's just part of the game to have a hard start and after some hours can appreciate the work did. And be proud of it :)
And you learn this only by doing. When a single refinery (and an arc furnace) can process all the ore your little miner can collect in short order you don't need another. But as soon as processing becomes a bottleneck its time to expand. Jumping from the capacity of a small ship medium cargo miner to a large ship (single) large cargo one is huge and triggers that first big expansion requirement.
I often recycle my small ship miners, but I always keep the small ship ship welder / grinder. Often I can fly it down the halls of my station to weld or grind stuff more efficiently than chewing big holes in my walls just to get to things.
@Marc Casin You're right. And the 10x inventory changes your designs. I don't try to build tunnelers for space mining anymore because my cargo is full before I get very deep.
I often start by converting the Yellow Respawn ship in to a simple flying refinery with 3 drills hung out on a 5 conveyor post. I do this to gather just enough of each ore to start processing and to be able to make an ore detector and storage. When you only have a small cargo box you fill it before you've sunk your drills into a vein. And in fact you must be careful not to over do it or you could find yourself waiting for processing due to no storage capacity (and no processed Ni to make more). And you can't just make much more until you have the platinum to make more thrusters or you're a flying pig.
It really does alter your approach to the game in a rewarding way.
--
I'm currently working on designs that I can break apart and move around using a tug such that instead of grinding down and welding back up a refinery that I want to move rather I merge it with my tug and detach it from the station and then merge it back where I want to place it.
The more I work with this idea of plug-n-play units the more I like it. It is convinent that 400L is sufficient to carry all the components for a Merge Block. And it gives my little grinder ship a new job carefully cutting the unit away and welding it back.
Thanks for the responses guys.
It defo inspires practical builds, when you cant get you components faster than your building. Also as you say the need for small utility ships increases a lot. My current survival game i made a wreck of one of my ships and placed it on the planet. The first thing i needed was a little grinder drone to break it down. Then i needed a little scout to go find ore and finally my drilling ship. It was a nice change from having to build the driller first :)
All I really want more than realistic is the player inventory, but to this day I am confused as to why they tied in the player inventory ratio with the cargo crate ratios. I wanted more player inventory, but then it throws off the balance of the rest of the game, because suddenly you can carry way too much stuff in cargo containers. It also does not gel well with the new physics taking mass of your inventory into account now.
I also don't care for the assembly and refinery speed modifiers.
Yeah, I never liked their solution to the mass to thrust issue with the modifiers. But I remember when they first made the change and their own starter miner would get stuck due to being too massive to move.
But I'm ok with the limited carry weight. Every game astonishes me that I can carry 6 miniguns, a rocket launcher and portable nuke (plus 10,000 rounds of ammunition). I sort like the idea of a more realistic carry weight.
And assembler / refinery modifiers should have been removed when they introduced the upgrade modules.
@Karmaterrorᵁᴷ
I sympatize with you. I too tend to start a world play it until I'm thriving and then start over again. Survival doesn't provide much endgame, yet.
However, I usually increase the welding and grinding speed as that really just slows me down without otherwise affecting my playstyle.
ps.: The endgame is to automate/optimize stuff that doesn't need to be automated or optimized. :D
On a serious side: yeah, it's the only way to play. Otherwise it's too shallow to keep interest.
in my opinion, insofar as Inventory Size/Assembler Efficiency/Refinery Speed multipliers--having the max be 10x suggests that the opposite end, Realistic, is going to be very slow. I think this is why the option never appealed to me!