Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
<------
your moms headboard
Yup. Maybe dedicated servers should have come out after the procedural galaxies. There will be an endless request for perpetual fuel and respawning resources and a whole list of other things that will most likely delay the survival game for a while. We will see, maybe not.
I advocate a very mild, or little, resource regeneration. The rate should be in the tens of ore unit per game day with a 1-5% chance for a new node to spawn per game day if the planet has some minimum number of nodes unexploited.
In the long run, I think improvement to ore processing and yields can help with the issue. You don't have to mine much if what you already mined can be processed to a lot. I think there are several ways to make this interesting.
For example, the resource node can be mined manually, and quickly, to immediately get some ore or one can build an extractor on top of the resource node to slowly leach out the minerals. The latter method allows for much more thorough exploitation of the node and allows for some resources regeneration to take effect. Obviously the extractor is visible for everyone to see and the resource that it extracted might be a free for all. This is a balance point and could even be a server option point. The amount of resource extracted through this option should be healthy and rewarding. I will suggest at least 10x the amount that can currently be obtained through manual extraction of the resource node. Currently, the amount of ore that could be extracted through manual mining is ~2.5x(node size)^3, so a size 10 node will give ~2500 units of ore. The proposed extractor will give 25000 with very little resource regeneration.
Another example is to expand the resource node to have a quality factor, like rich, poor, mixed, vein, etc. A mixed iron node might have a good chance to also some other ore, say silicon. A rich iron node might spawn 2x more ore per volume. A vein iron node might have a higher replenish rate, say 50x the normal/background rate. One can combine all or some of these quality factor together, say rich mixed vein iron node.
A final example is to offer an ore refiner. Currently, the constructor does the refining for us. This is fine if you are starting out. The yield from the constructor is terrible actually, especially for Mg. The proposed ore refiner will give us better yield through metallurgy. It will consume all of that extra O2 that we get from the H2O2 generator, and perhaps some other additive/flux made from the ignots. This ore refiner will also consume more energy than the constructor but will in the end give us a better multiplier, say 5x the input.
If you combine the three modest proposals together, you can already see that resource is no longer a problem. It opens up many avenue of play. One can employ the scorched earth method and quickly run roughshod through the resource nodes on a planet for a modest returns or stick around and nurse the node for much more returns slowly. Since there is a chance for new nodes to spawn, on a less exploited planet, there is even more of an incentive to be careful with resource use. The inclusion of this and procedurally generated solar system will make the resource virtually infinite without the need to make anything infinite.
A final final, :), example is the ability to setup a facility on each planet to tap its mantel for resource. This facility is very resource intensive to setup and to run but should net a modest, if not infinite, and slow return overtime. I suggest a mixed return of all ores, including the rare ore that such planet would produce, over a game day, say 200-500 units of ores total (iron+cobalt+silicon,etc). The facility will need energy and components to run and to repair itself from lava/heat damage overtime so it is not a freebie.
Idea i would like to see in mind if respawn was ever implemended it generates "new ore chunk" somewhere on planet , and to be fair it would "depend how total amount of ore is left" not how many nodes on planet (below certain treshhold respawn will happen after some time)