- Joined
- Jul 20, 2014
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*added a video and spoilered this post to better explain my self. id recommend just watch the video rather then read this post, as its better explained in the video*
Edit 2: ok the video is up and ready. its a lil longer then i thought it would be at an even 20 mins. its mainly just to go over my opinions and observations on the crafting system. as well as some ideas. so dont take it as something that im saying needs to be done just more of a brain storm then anything. and remember these are just my opinions/observations. sorry if i sound commanding or bossy or anything like that in the video. if you disagree take it with a grain of salt :p
ill tag @Calbiri because hes the one currently handling the crafting system and its incoming overhaul.
ok so this might be a bit of a masochistic suggestion for us survival guys, and i realize it may be jumping the gun a bit in terms of "we dont know how the new crafting overhaul will be" nor if salvage cannons linked with normal cannons will get nerfed, along with planet optimizations and various other things that need to be implemented to the game before something like this could be properly implemented and truly necessary. however i am sitting here staring at my capsule refinery that has now hundreds of thousands of capsules of all 16 kinds (8 ores and 8 crystals) and it just....dosnt feel right. it was so easy to acquire such a vast amount of resources from simply mining planets with a large linked array.
so if we going under the assumption that first of all, resources will be a lot more useful in the crafting over haul, and that the resources gather from a typical asteroid are actually useful in terms of quantity. (each asteroid gives you around 20 - 25 ores and shards, right now you cant make much of anything with that, hence the incoming recipe overhaul) that combined with a (necessary in my opinion) nerf to linked cannons will still leave planets as a massive reservoir of resources.
my simple solution to this would be that salvage cannons cannot be used to mine from planets. the excuse being that a planets atmosphere (once those get fixed) prevents the delicate salvage beam from working properly.
and now the fun part, in order to be able to harvest a planets resources you have to make something akin to buildcraft quarries. (apart from the normal method of mining in astronaut mode) this would provide the players with incentives to settle, claim, and build refineries/factories/quarries on a planet.
so again i realize this is something that probably wont be necessary until much later down the road, (hopefully not to long tho) but i thought i would get the idea out there and see what people think. this would make mining asteroids viable (currently there next to useless in terms of amount of resources, but thats a recipe issue, which again is being fixed) and solve the potential exploits of that massive amounts of resources within planets. not only that but since each planet segment has specific resources it would make specific resource segments highly valuable. found a segment with natch and parstun resources? (which is necessary for shields) then be prepared to defend it and fight for it!
Edit to add: im makeing a short little video to better describe what i mean and why. should be up in a few hours (damn youtube upload times) will add to OP when its ready.
so if we going under the assumption that first of all, resources will be a lot more useful in the crafting over haul, and that the resources gather from a typical asteroid are actually useful in terms of quantity. (each asteroid gives you around 20 - 25 ores and shards, right now you cant make much of anything with that, hence the incoming recipe overhaul) that combined with a (necessary in my opinion) nerf to linked cannons will still leave planets as a massive reservoir of resources.
my simple solution to this would be that salvage cannons cannot be used to mine from planets. the excuse being that a planets atmosphere (once those get fixed) prevents the delicate salvage beam from working properly.
and now the fun part, in order to be able to harvest a planets resources you have to make something akin to buildcraft quarries. (apart from the normal method of mining in astronaut mode) this would provide the players with incentives to settle, claim, and build refineries/factories/quarries on a planet.
so again i realize this is something that probably wont be necessary until much later down the road, (hopefully not to long tho) but i thought i would get the idea out there and see what people think. this would make mining asteroids viable (currently there next to useless in terms of amount of resources, but thats a recipe issue, which again is being fixed) and solve the potential exploits of that massive amounts of resources within planets. not only that but since each planet segment has specific resources it would make specific resource segments highly valuable. found a segment with natch and parstun resources? (which is necessary for shields) then be prepared to defend it and fight for it!
Edit to add: im makeing a short little video to better describe what i mean and why. should be up in a few hours (damn youtube upload times) will add to OP when its ready.
Edit 2: ok the video is up and ready. its a lil longer then i thought it would be at an even 20 mins. its mainly just to go over my opinions and observations on the crafting system. as well as some ideas. so dont take it as something that im saying needs to be done just more of a brain storm then anything. and remember these are just my opinions/observations. sorry if i sound commanding or bossy or anything like that in the video. if you disagree take it with a grain of salt :p
ill tag @Calbiri because hes the one currently handling the crafting system and its incoming overhaul.
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