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Relatar um problema com a tradução
You keep saying it should be "improved" but you've failed to describe a single thing that's actually wrong with it or how it could be made better. You should consider a management job in the retail industry, it would perfectly fit your skills.
^^^
I am somewhat confused by your strong opposition to further development and improvement of the power mechanics in Satisfactory.
It is unusual for purchasers of early access games to advocate against further development and improvement of features in those games. I am used to seeing the opposite more frequently.
I used other games as examples of how Satisfactory's power mechanics could be improved. You only have to have played those games or compare the systems to deduce the problem areas and suggested improvements.
I can post my own ideas as well if you would like but can you guys tell me why you think the power mechanics in Satisfactory should not be improved or further developed?
Is there a reason why you think nothing more should be done with these mechanics?
Thanks.
Once I opened up coal power, I was able to search out a suitable place to build coal power generators that were near the coal supply and deep water (had I not found that, I would have just transported the coal to water and built the coal burners there). I had to check out a few coal deposits before I found one that looked like it would work the best, but that's not a big deal. After building a bunch of coal burners and supplying them with coal and water, I ran electrical lines back to the site where I decided to build a larger factory.
I'm not sure I see what needs to be improved. It's not that complicated and works fine. If there are specific suggestions, let's hear them.
Furthermore, your deductions and ours from other systems will necessarily be different; that's what we mean when we say "better" is subjective.
That's why they're getting annoyed, because you're showing problems while not having possible solutions to them. They're not against development, they're against you not having suggestions to fixing those problems.
It'd be better if you were to give suggestions as to solve the problem of "Power system needing improvement" instead of saying it's a problem. Do you want Solar Power? Do you think coal power should be buffed? Do you think we should add hydrogen energy? Possibly make biomass to be automated?
Suggestions, not Realizations of a "problem"
If you do want future development in regard to power generation and distribution, what would you like to see?
Here are some of my thoughts:
In real life, in order to distribute power to machinery, a factory has transformers, switch boards, motor control centers, distribution panels and branch circuits.
In Satisfactory we currently just have the power poles, and the lines that connect them together.
In reality, you have circuit breakers at the output of your generators. Downstream from those you have switchboards that supply power to transformers.
Those transformers supply power to motor control centers and distribution panels. Finally at the end you have your machines which all have their own over-current protection.
In comparison, Satisfactory forces you to set up power grids as a single circuit with a single over-current device.
I think adding an extremely simplified version of this concept to the currently existing power system in Satisfactory would be great.
Just a couple of objects that are installed between your generator output and your machines, aside from the power lines.
This would help to flesh out the currently very simple power distribution mechanics and add more structure to the way power grids are installed.
I would probably be okay with a bit more complexity, however I suspect not too much more. Like trains in Factorio, I'd likely just stick to the basics that work and can be troubleshot without a degree in engineering :)
We could introduce 5 extra steps for getting an Explorer up and running (engine components, brake systems, transmissions, exhaust efficiency, etc)...but this isn't a game of making cars. So we produce some basic elements and a refinement, then let the magic wand do the rest so we can get on our way, without having to build a car garage everywhere.
Same with power. Having 3 extra items to build to govern how to get power from Generator A to Machine B may be interesting gameplay in a 'power management simulator' game...but with so many other moving parts to Satisfactory, to say nothing of 'storyline 1.0', I don't know. I think the 'extra complexity' of power switches, storage, 100% consumption was as far as they could push it for the mid-tier game it impacted the most.
Players are now free to create rudimentary centralised control systems that can 'turn on and off' parts of their base if they want to wire it up that way. A complex job in it's own right for many. Most player just like throwing cables around to get the job done so they can get back to making the base prettier, or produce more stuff more faster.
Now, what I could see CS adding is something for all 'resource distribution' elements in the game. Getting power, fluid and 'stuff on conveyors' from point A and B at speed x, y or z could conceivably be controlled more centrally, for better efficiency (the magic sauce of factory building sims I gather).
So maybe have a 'Big Box o Power' that let's you prioritise power distribution down certain lines (maybe for an instant overclock ability to anything on that sub-grid).
Or give us a "Smart Fluid Storage Container" with multiple outlets and a control board (that can be tied to a central computer back at base), that lets you remotely open/close ports or valves to adjust flow amounts.
Or a computer system that can tie in 'smart conveyors' to let you adjust conveyor speeds remotely, to prioritize certain build sites, factories or supply chains. Cut back on the flow of Iron going here, boost it to the building over there...all from the same sources.
We see that now a bit with trains. We have more granular control of how goods are moving, and a way to prioritize certain lines over others (to my understanding, i'm still learning about them).
So, yeah, there are definately some avenues to 'improve' elements of the game that advanced players could tap in to. But it has to offer some tangible benefits to doing the job of mass-producing AwesomeStuff for Ficsit, and not making what we are doing now harder, more tedious or time consuming away from the 'main path' of gameplay.
I would like to control the interaction between biofuel generators and Power Storage units, like whether burners charge the batteries or whether they go online any time the batteries are discharging or only if the batteries are flat. Extending this functionality to fuel burners wouldn't be unwelcome, either, although excess fuel can really gum things up if you're not careful.
I like your ideas.
This device could also be used to choose what should be de-energized if the input power to the box becomes insufficient for any reason.
For example, let's say the box has 1 input and 3 outputs but the incoming power is, for whatever reason, only enough to power 2 of the outputs. The output line with the lowest priority would be de-energized. The rest of your factory continues to operate without interruption.
Another example: If you add a new machine to output # 3 but you have already reached the maximum MW output for a single output from the box, circuit number 3 would trip at the box. You could then remove the new machine, reset the switch at the box for output # 3 and everything is okay. The rest of your factory continued to operate without interruption.
This could solve the same problems my idea was intended to address but is probably more fitting for Satisfactory since it is not a 'power management simulator' like you said or an 'electrician simulator' or anything like that.