One thing I ask in these type thread that has yet ro be properly defined is, "What do you mean by depth and complexity?"
Define it. Is it having a bunch of steps to get to a goal? Is it crafting? What do you mean?
One thing I ask in these type thread that has yet ro be properly defined is, "What do you mean by depth and complexity?"
Define it. Is it having a bunch of steps to get to a goal? Is it crafting? What do you mean?
My biggest problem with machine losses, especially of expensive machines, is that it merely punishes a lack of attention. People will quickly figure out to put a lower rated cable as "circuit breaker" in front of every machine, making it just added tedium. You don't get anything from a mechanic like that, whereas perdition etc. rewards attention. Rewards are, gameplay-wise, a lot better than random punishments as they give an incentive to learn about your system and plan it.
I like the idea of using it as "overclock", though. If you supply too much energy to a machine, it would start to run faster, but also start overheating - emit smoke, make grinding noises and have a chance of shutting down (losing all progress on the current operation). Instead of blowing up, you could implement a mechanic that you need to wrench the machine to fix it (think of circuit breakers). Instead of random griefing, this gives you interesting mechanics: optimal voltage will still give you optimal efficiency, but if you're in a hurry you can invest manual time (wrenching back the circuit breakers) in order to get more out of your machines.
This gives an incentive (full automation) while making the "failure mode" an extra gameplay element. Instead of random punishment, this feels like the player has a choice.
This, however, I like. The issue with blowing up machines I have is that it's kind of a newbie trap. Once you get over it, it's not a danger any longer, but "oh, I read the instructions" doesn't feel like an accomplishment (unlike figuring out your perfect layout). There isn't much gain from it in terms of gameplay apart from the feeling.Do you play it safe or are you ballsy enough to run it right up to the limits and risk it all?
Like cable / machinery wear?I would like to see an RF cable that instead of limiting how much RF it can transfer, if the cable exceeds an amount of RF per tick, then the cable just straight up melts, kinda like in older IC2 versions. hell, why not power forestry and railcraft wi- Oh yeah, electrical engines.
While not necessarily on topic, I would like to see the return of the old forestry farms. While it's nice to have the option of the multiblock farm, them old farms when you needed half a dozen diamond pipes have a kind of nostalgia to them. The fact that BC pipes don't throw things on the floor anymore is even more reason.
Something like that. It also gives people a reason to not have their energy cells pumping out energy at full blast.Like cable / machinery wear?
drops hintI would like to see an RF cable that instead of limiting how much RF it can transfer, if the cable exceeds an amount of RF per tick, then the cable just straight up melts, kinda like in older IC2 versions. hell, why not power forestry and railcraft wi- Oh yeah, electrical engines.
While not necessarily on topic, I would like to see the return of the old forestry farms. While it's nice to have the option of the multiblock farm, them old farms when you needed half a dozen diamond pipes have a kind of nostalgia to them. The fact that BC pipes don't throw things on the floor anymore is even more reason.
I've also seen people combat "complexity" with engine, dynamo, or boiler spam. I dont get it. But actually I'm the guy building houses instead of machines so my interest in such things is limited.As for me, I am simply not entertained by complex power systems, nor impressed by what other people do with them. Ever. I am entertained and impressed consistently by what people actually do with that power.
Sorry mate, you had good stuff to sayFirst time I have been mentioned and it turns out to be in a collection of people that have been mentioned. God f****** dammit.
No prob, but I don't have anything new to contribute. I am looking forward to the complex RF mod to see how it is implemented but I don't see how my opinion will convince or even make someone else think at this point.Sorry mate, you had good stuff to say
No need. That's why this thread existsNo prob, but I don't have anything new to contribute. I am looking forward to the complex RF mod to see how it is implemented but I don't see how my opinion will convince or even make someone else think at this point.
... My machines are very complex. Too complex. They like to explode whenever I turn them on ...
... I like having power that will cause losses if I do not account for it. I like having the danger of blowing up my entire base. Why?
Because if I did not want a challenge, I would use creative mode.
...
For me, the fun isn't having the power. The fun is having 20 pages of sketches which draw out exactly what is the best setup to minimize power losses, and to reduce the chance of going KABOOM..