Ketraar wrote: ↑Fri, 26. May 23, 12:00
Halpog wrote: ↑Fri, 26. May 23, 10:24on this way we can use 1 production module and lets say let 10000 people work there. so they produce more wares as if there are 100 ppl working there ...
While this is not a ridiculous idea, there is a small note to make. Not requiring to build more modules means you are saving quite a lot of time and also resources (credits). Sure you would need more habitation and food but that would have to be balanced to fit. Now you just moved the problem from needing many Hullparts modules to require many Habitation modules. Unless you now also can "slide" how much workforce Habitation can produce, which makes my brain hurt on the full circle, but would end up the case where you just only ever need one module for each and my builder heart is saddened by that thought.
IN X3FL we added upgrade kits to stations, where instead of adding more stations to complexes you could invest in these upgrade kits which essentially would be akin to buy the stations but then it would just alter the production stats. This allows for the investment to stay the same but cut down on station amounts. To not just make it a credits thing Cycrow also added some sort of progress bar that needs to be filled for that station to unlock the ability upgrade, which made it feel interesting.
Personally I was never a fan of self-sustaining complexes and always thought its less interesting if stuff is concentrated in one place, having XL production would reinforce that even more, which is what makes me hesitant to like this approach.
MFG
Ketraar
While this is not a ridiculous idea ahah thnx for that lol
the many hull part modules was just an example.the ammount of habbitat modules we need for a station is always higher to get the best workforce out of it.
no matter what kind of complex we build. we mostly end up by needed more than 20 of them.....
that alone already is a mess to be honest .1000 for an L sizte is to less already there should be 5k or 8k at least
ok lets say we have 1 habbitation module L size .. atm it can fit 1000 ppl ... now lets say we get a slider that can raise the ammount of ppl to lets say 5k or 10k ..
the slider could also be "dynamic" depanding of the ammount of station we build in a complex.. lets say we have 20 station modules. including energycells. and habitation modules.
on this way we could say we have 1 station that produce all. wares has an XL , L ,sm ship production.
so we get a max ammount of ppl in 1 habitation module like 5k or 8k ....if we have less station modules it dropps, and if we have more modules it raises
ok here is a better example :
https://ibb.co/5WMd6T7
here u can see we have over 70 station modules to support 15 modules in a self sufficient station.
the biggest ammount is the habbitats and the medical ones ....
so for the dynamic slider :
we have 7 medical supply modules. lets say we build 1 module. and get a slider for the 7x ammount of workforce so they would produce 7x the ammount ( because of 7 modules )
ofc they would need 7x the ammount of ressources, but the cicle time, and hours overall time would be the same.the end output would be just 7x because we "shrinked" 7 modules into 1 ....
for 2 modules of a kind we get a 2x slider, for 3 a 3x slider ...and so on...
as for habbitats. the whole thing can be solved by just adjusting the space to lets say 5k or 7k
as for the cost u mentioned. when we build a complex in the builder mode.. there could be an option lets say via marking and rightklicking the same modules. to put them together into 1 module. that cost a fee that is close to the ammount as if we would build 7 modules.as morwe modules as higher the cost.
as for the progress bar u mentioned here :
IN X3FL we added upgrade kits to stations, where instead of adding more stations to complexes you could invest in these upgrade kits which essentially would be akin to buy the stations but then it would just alter the production stats. This allows for the investment to stay the same but cut down on station amounts. To not just make it a credits thing Cycrow also added some sort of progress bar that needs to be filled for that station to unlock the ability upgrade, which made it feel interesting.
this could be working as well if the "upgrades" affect the production ammount, on this way there could be one module that produce 3x or 4x more than a normal "untrained" module. ( ofc alsways included the x.. of ressources it needs than )
all this is not to ruin a builders heart, but it is to avoid the performance problem in a sectors with hugh stations. AND there is one more point. not all people have a good PC with good hardware. some might just have a minimum on hardware and can run the game for example only if he turns off everything .... such ppl would not dare to build a bigger complex because the game would crash already in the builder after 20 modules ..
so on this way even this ppl could enjoy a bigger complex and the effects of it. if they have each module just 1x..