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
Sure, but almost every new alpha brings new facilities which makes it difficult. And at least two updates already dealt with that issue: One got rid of two machineries (by merging functionalities into fewer facilities) and another one brought the 1x1 sleeping pods.
EDIT: I just realized that the advanced assembler now replaces the normal assembler, which is great and makes sense. Saves some space as well ;)
Why? Why couldn't we have 6 bots, but only 3 stations, as an example? Why is there a need for a "home station"?
Why? Why couldn't we have 6 bots, but only 3 stations, as an example? Why is there a need for a "home station"? [/quote]
The logistic-bots are actually lawnmowers painted orange. Or robotvacuums. Or both ;)
Yeah they could just do that and allow 2 bots and yes they added "advanced" stuff that helps with space management, so the best guess would be a tech for it or a new kind of station. Bots are already a good solution for working power/space needed if we compare em to crew with all their needs. And for crew it already has drawbacks if you stack em together to save up some space for other stuff, so adding more bots without a drawback is just "powercreep" as we would say for other games, here it just makes things easier as you double the workforce.
Well firstly, bots need energy cells, and if it's too easy to maintain many robots, one could make the cost higher.
Secondly, the bots don't at all replace humans as a work force, because they can't do 90% of the tasks the humans do. All they can do is to haul stuff around, and the salvage bots can also dismantle things...
Thirdly, my point is not to have a bunch of robots and only one station (which would only make the robots wait around that station to recharge anyway). I just don't think there's a need for a home station for every robot. I would very much prefer to decide myself how many stations I want to build, and the stations should be shared.
I actually don't see why bots would need energy cells. They should be charged by the ship's grid whenever they go to the station.
Yeah this is what makes me use max 2-3 logistic bots. The power cell is just too costly. And far too many things use it and need it.
Hyperjump pods... those really eat them like crazy.
They use energy rods i think, or was it the improved version? Anyway i set up 50 for the production for the pods....but even so after a longer journey, i have to spend DAYS to craft enough, to refill the pods:D
So i dont get the "costly" issue and regarding the "they just should charge by the ship grid" yes, you could translate the current energy use with cells to plain grid consumption. I guess the devs liked the idea of having some work/logistics to do with bot stations to make them special.
Edit: 24.4 rods/day useage vs 9,6 cells/day (like 3.2 rods so 8/1 ratio) over the last 10 days (1 jump) without the jump maybe 12 rods/day (4/1 ratio) while my crew/bot ratio is 2.5/1 (i ignore the fight i had which also used up some cells for the turrets)
So, what to do with all of that? Balancing, at least at my end, energy wise bots are a improvement, space wise i think there isnt much to gain, bots need 2x1, crew if you run em 2 shift are down to 3x1 (just sleeping with 2 bed rooms), ok you need alot of stuff in addition, but you could also go to 4 shift that would end up with ... bed 1.5, food 1.5 + kitchen/seat/desk 0.5 maybe, 0.5 o2/co2....well i guess at least double the space value (2 shift up to 4x at least).
Yes i know, you dont understand why i always point at balancing, but the devs throw all these values in to make us think about and work with them, cause otherwise the game balance is gone...pirates would be to easy, survival at all wouldnt be challenging. But thats part of the game, manage ur space and resources to keep your crew alive (and yes i know about breaking the balance).
If we increase the bot count/space, there should be something to compensate it. (Like why do you wish for more bots/station? Cause you want the benefits with less impact?)
The topic still is charging stations, and i like the idea that bots can charge at any station :)
Yeah this is what is a bit too much i would say. The 0.2 energy rod per pod(crew), per jump.
I get that they need their own energy supply/production so the rod, to keep the person alive, if the ship should face some unsolveable issue, to provide the one in the pod a chance to survive, like the folks you find randomly in pods. However, i think that this should kick in only when the ship's energy grid crumbles, as in the pods cannot be supported with energy.
I have 37 crew members. If i enter the hyperlane, and i have one with 5 "stops" i can get on a terribly unlucky travel there 5 drop out events. That means that basicly i have wasted EVERY SINGLE ROD in every single pod:) -> i will need to reproduce them.
This actually gets worse to further you travel, and if you have to get back for some reason to the start. Like for instance to build a base for a mission. Since most hyperlanes are 2-3 "stops" usually on the way to and back, you will most likely run out twice of energy rods for every pod. Therefore it actually makes the mission harder. And already there is an issue with building new bases if you are a certain distance away. (Aka impossible:P)
Sorry for offtopic.