We're already up to 53 tiles to get 1 Flesh Rocket every 3 seconds. Based on my unbalanced research upgrades, 1 Flesh Rocket requires 20 FARTs, which then, because of it's insane Fuel requirements, needs 33 Fuels. The more you want to actually create, the more you need to make the lesser item tiles if you want to even them out and make a perpetual material machine, or else eventually burn all the Tier 1.Įxample: Once you get higher up, for each Tile of certain, let's say Tier 4 Flesh materials, you'll need 2-3 of the Tier 3 materials, and those will multiple to 6-9 of the Tier 2 materials, and those will each require their own 2-3 of the less one, resulting in 20+ of the next tier down.and don't get me started on the insane amount of FARTs for the Flesh Rocket. You upgrade production to make Tier 2 progress harder, but then that requires x times as much Tier 1 (or even Tier 2) per tile to create, so with 1 Tier 2 tile, you might require 2-3+ tiles per Tier 1 to create it. The pyramid effect of required materials as you upgrade tech levels starts to suck the joy out the game at times. But in actual practice "random is random" and you may not actually see such precisely divided results. So that building would have to add to each of those buildings' estimations 25% of the value that would be produced if that tile was instead just that one specific type of building. I mean, a T1 Normal Randomizer building would on average spend 25% of its time producing iron bars, 25% of its time producing copper bars, 25% of its time producing cardboard bars, and 25% of its time producing glue bars. You could try to condense more activity onto your maps with this.Įstimations for how much of each resource you'll produce over whatever period of time could get kind of wonky in this system though. So once every few seconds, or however often he'd want it to switch, the game would reroll what each of these buildings is producing from within their pool of options. Maybe set aside the ores for each planet in a building with a T0 variant of that icon. Take the icons for the different tiers and planets and use them for new buildings. But this comment is kind of making me imagine buildings that would function as random generators for particular categories of resources. Somehow I don't think the dev would add anything too convenient for us here. And maybe buying the ulocks to make a biulding to be automated could cost increasingly large ammounts of older resources, maybe determine how fast the biuldings are built. Originally posted by Crazyfingers:Being able to unlock automation features like a machine that automatically fills out buildings would be really cool.
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