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Yeah, turning them off before event works, the only issue is once/if you missed the moment there is nothing you can do.
I'd say the latter - definitely a bug.
However, a 'dont fix this when it breaks' command is still needed as a quality-of-life issue.
When you are mid in game with OVER 50 buildings, it hurts.
First off you can turn off the building, and now after the patch they no longer use much maintenance after being turned off.
Second you can low priority the building. Low priority means everything else first before service to this building. team that with shutdown and the building seldom if ever gets maintained.
However your idea is valid so please go and post a bug report with a feature request. A button to turn off maintenance would be good.
Hold CTRL apply to all buildings of same type.
This is helpful to remind people, and I am not sure if the person you replied to knew about the feature, however I think the point being made is that when you have multiple buildings that degrade at different rates, there is no practical way to shut each one down -just at the moment- where it requires maintenance.
The fact that there is a 'grace period' between 100% wear and malfunction that the player may want to take advantage of, also creates issues. There are options for deeper gameplay here, and I am not saying that the devs owe us all of them, but for example:
In the current game:
- The player may want each building to run until 100% wear, THEN shut down. There's no way to do this in the current game without checking each building manually, effectively impossible in larger colonies.
- During the 'grace period' before a malfunction, drones WILL service the building if it is turned on, but maybe the player doesn't want this.
- There is no additional penalty (besides service interruption) for running a building until malfunction, as opposed to repairing it after it reaches 100% wear. There are some buildings, e.g. power or life support, that you may never want to allow to break down. But for others, it might be fine.
Possibilities for gameplay improvement:
- An option to not repair a building once it reaches 100% wear, in other words, allow it to malfunction.
- The possibility that if a building malfunctions, it will cost more to repair than if you repair it during (or just before) the 100% wear point. Makes having supply chains and drone coverage more important....
- The possibility of a building to experience a 'catastrohpic failure' if you continue to run it for an extended period of time after 100% wear.
As it stands now, it looks like the 'grace period' is not something the player is meant to exploit, which is fine, except there is still no option to auto-shutdown the building at 100%. That would be the most obvious 'missing' feature given the current design.
Agreed, they are mostly not relevant on the less challenging maps. I believe they are extremely relevant for e.g. a new colony on a higher-difficulty map.
When you have something like fuel refineries or rare metal extractors that you want to turn off but it doesn't have to be 'immediate', it would be nice to have a command to allow to run to the end of the maintenance cycle, so you don't feel like you are 'wasting' maintenance parts.
I just love how you exlained everything elegantly and also there is a new cool thing "catastrophic failure" which is a real expansion of gameplay.
Playing Elysium Mons 26*N 148*E with 3/4/3/4 threats + Church of the New Arc + single rocket and no research points is a challenge that I am looking into. in the beginning resources are scarse and constant threats make it a real survival. That's why such feature is very welcomed.
Maybe it could be a mod, hopefully someone knowledgable steps in with mod.