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Large regiments also take all oil fields with their mega massive facilities and will probably report your structures if you try to snatch some of what they are doing.
Another problem is that you can not start a facility out in nowhere without first having one in the backline to produce materials to upgrade stuff. I know that this system clearly is not for solo players but maintaining power without mines should be easier, coal should also be upgraded to be a viable option for power. I many times wanted to start a facility closer to the front in the last was but I was like, oh wait, it is a massive grind and I only have a couple of hours to play each day, NOPE..
But I also have to say that the T1 coal power is probably bad on purpose.
The T2 power station consumes 50% less coal and produces 10 MW. It's 4 times more efficient than T1 coal power.
The internal water storage of the Power Station is big enough for 25 hours. You don't even need to connect a pipe to it if you don't mind to click the refuel button once per day.
Basic power plant= Generates 5mw power. Ok.
1 basic materials facility= Requires 3mw power...ummm, NOT ok!
So, if anyone wants to run more than 1 little tiny material facility, then we need to **add to "MuH SeRvEr LoAd"** by building an entire extra fac foundation; and a 2nd power plant (3mw + 3mw= 6mw!) just to cover the power requirements for adding a 2nd little materials fac.; and the extra fuel tank, or liquid station needed to operate the 2nd power plant.
Or else, we need to upgrade the power plant to petrol, and suffer with the perpetual fuel delivery grind, like a bunch of hamsters on a wheel, and add extra fuel tanks/LTS/foundations, again increasing server load.
And, all of that doesn't even include pipes....
Coal, and Diesel are mostly impractical for power generation for both player convenience, AND server load considerations.
And, this is of course in addition to the 2nd materials facility itself, plus foundation...etc., etc...
So, I agree with the OP- Basic coal and diesel power plants should generate at least 6mw power, and their fuel rate of consumption should be improved significantly.
Sad part is if you distribute the petrol from this giant facilities using piping properly, they could easily run 5 or 6 facilities instead of just 1. Do you ever check the petrol refineries in giant bases? They are generally over 8000 petrol per refinery by wars end, I WONDER WHY? Where is that petrol going? NO WHERE, they just horde the petrol and if you try to tap a line to make your own base off that line, they freak out cause they have no idea how many bases you can run off an oil field.
Facilities are not solo player content. They take hours to set up, require hours of resources to operate, and require hours of maintenance upkeep per day. No one brute force soloing a facility is playing correctly.
A simple rule of thumb is to have one ordinary, active player in your group for every building in your facility. Do not plan anything bigger with less people, and do not expect strangers to show up to fill in the blanks. That is a soul crushing experience for everyone involved.
The problem to me is that facilities took away the fun you could have as a solo player before by as an example made it in to a grind to get a fabricator. I am ok with grinding all resources but run back and forth with hundreds of tanks of diesel for the 5MW is just lame. They just added a layer on top of a layer which made the game more sluggish. A tiny facility is 100% doable alone but the fuel needed for some basic power is just a boring grind, it is ok if you are next to a refinery but otherwise it is just horrible since you can only bring 100 at a time.
It is pretty much the same for sandbags and wire, they just made the game less fun for solo players and diluted the game in to ONLY boring trenches.