with the pretty heated discussions lately about the way that IC2 exp is going I started wondering, what would others change in IC2 exp for it to be more to their ideas...
so why not create a topic about it right?
at the moment there's pretty much 2 teams, one team being the ones who like which direction IC2 exp is going, and the other group who don't like certain changes, or are expecting different kinds of changes to happen.
so, for those people who have their own ideas on which direction IC2 exp should be going, why not discuss those ideas here? now if you want to take the time to actually share your ideas, try to be as descriptive as possible instead of saying something like "they should just do blablabla" so try to actually tell what they should do, and perhaps even how they should do it.
ofcourse I'll also participate in this. one of the things people have been hoping for is a change in the crops system. crops were introduced as a late game, but they're far from that, they're actually as early game as possible. it'd be nice if there's actually a system in how you can cross-breed crops together, with addition of more types of crops. a few machines for crops would also be very nice, for example a machine that can actually harvest the crops, or a machine which you can use to copy the traits of seed bags or perhaps even a machine to automatically cross-breed crops together. IC2 might even go to a direction where you can craft certain potions with certain crops, so an alternative way to the vanilla potion system.
alot of people also don't like the new power system and some of the attributes of the old power system. it's no longer possible to push a high amount of EU through the cables, if you try to put more EU in a cable beyond what it can hold, it'll just get destroyed. your machines also still explode when you put too much power in them. it'd be nice if there's still a cable that can transfer pretty much unlimited EU without taking every diamond that you find. maybe perhaps have a cable that can take pretty much any amount of EU with not much loss, but to tap the power from it you'd have to go through several stages to step down the power before you can hook it onto machines. and like many suggested, instead of machines blowing up, they should rather have a fuse that gets destroyed. if the fuse gets destroyed you simply just plug in a new fuse and change the EU going to the machine, and the problem should be solved without any explosions.
the nano and quantum armor could also use an update IMHO. I'd rather go towards a MPS/Steve's Carts direction with the armor. there's nano armor and quantum armor which both can hold certain modules. the nano could hold something like 10 modules of the lowest tier, or 2 modules of the highest tier. like Steve's Carts the armor gets a number of module slots, and certain modules could use more slots then 1. the quantum armor would have alot more module slots, also being the only option for some of the real high end modules. you'll need to craft a machine that'll let you place modules in your armor, but it can only be done in this machine, you can't use a portable option. there is however a portable option to configure the modules. like Steve's Carts 2, it takes time for the machine to integrate the modules into the armor, but you could use certain upgrades to speed up this process, or remove/change modules from the armor. some of the modules would be the obvious ones, like speed, jump, fly, feed, night vision, power storage etcetc there would also be a module that'd allow you to see certain GUI's when you wear the armor. like with Ars Magica 2 you'd be able to move the GUI's around, or disable some of the GUI's. these GUI's would tell you things like how much power you've left in your suit, which modes you're using, how a certain module is configured to. certain modules would also change how the armor looks, for example if you start flying some sort of jetpack will appear. this would require the armor to be made in more of a 3D style rather then 2D. along with this some of the tools will also have a 3D model, like the wrench, electric wrench, drill, chainsaw, mining laser, nano saber etcetcetc now I know this isn't easy to do so, but it'd really give players more reason to try out the IC2 tools, as players often go for the more fancy looking option.
another point on which IC2 could improve on is power generation. there's already some ways to generate power, but it's mostly lower tier and the high tier nuclear power. what IC2 is missing is mid tier power. nuclear can be configured to be mid tier, but not everyone wants to take the nuclear route. IC2 can solve this by either taking some of the lower tiers and upgrade them to mid tier, make mid tier versions of their lower tier versions or add new type of generators to generate power for mid tier. I'd personally go for option 3, but this option would require you to take a certain item or liquid, and refine it through several processes to get it to a point to generate the power. with this I'd also change how the reactors work in IC2. it's just too much of an old system for me, with a very boring looking multistructure and it just doesn't interest me. there are some mods already that also take nuclear power and have very nice looking multiblock structures with them. it'd also be nice if the nuclear system in IC2 could become a bit more... simple. I never use IC2 reactors just because I've no idea what a good setup would be. I know there are some guides/topics that show you different designs done by others, but where's the fun in that?
that's just some of my ideas that I've come up with as to how IC2 exp should change. do note that these ideas are centered around my playing style, so they're most probably not in the same lines as the ideas from others. so please do not attack other people on their ideas, but rather try to go into a discussion with them as to what your ideas are.
so why not create a topic about it right?
at the moment there's pretty much 2 teams, one team being the ones who like which direction IC2 exp is going, and the other group who don't like certain changes, or are expecting different kinds of changes to happen.
so, for those people who have their own ideas on which direction IC2 exp should be going, why not discuss those ideas here? now if you want to take the time to actually share your ideas, try to be as descriptive as possible instead of saying something like "they should just do blablabla" so try to actually tell what they should do, and perhaps even how they should do it.
ofcourse I'll also participate in this. one of the things people have been hoping for is a change in the crops system. crops were introduced as a late game, but they're far from that, they're actually as early game as possible. it'd be nice if there's actually a system in how you can cross-breed crops together, with addition of more types of crops. a few machines for crops would also be very nice, for example a machine that can actually harvest the crops, or a machine which you can use to copy the traits of seed bags or perhaps even a machine to automatically cross-breed crops together. IC2 might even go to a direction where you can craft certain potions with certain crops, so an alternative way to the vanilla potion system.
alot of people also don't like the new power system and some of the attributes of the old power system. it's no longer possible to push a high amount of EU through the cables, if you try to put more EU in a cable beyond what it can hold, it'll just get destroyed. your machines also still explode when you put too much power in them. it'd be nice if there's still a cable that can transfer pretty much unlimited EU without taking every diamond that you find. maybe perhaps have a cable that can take pretty much any amount of EU with not much loss, but to tap the power from it you'd have to go through several stages to step down the power before you can hook it onto machines. and like many suggested, instead of machines blowing up, they should rather have a fuse that gets destroyed. if the fuse gets destroyed you simply just plug in a new fuse and change the EU going to the machine, and the problem should be solved without any explosions.
the nano and quantum armor could also use an update IMHO. I'd rather go towards a MPS/Steve's Carts direction with the armor. there's nano armor and quantum armor which both can hold certain modules. the nano could hold something like 10 modules of the lowest tier, or 2 modules of the highest tier. like Steve's Carts the armor gets a number of module slots, and certain modules could use more slots then 1. the quantum armor would have alot more module slots, also being the only option for some of the real high end modules. you'll need to craft a machine that'll let you place modules in your armor, but it can only be done in this machine, you can't use a portable option. there is however a portable option to configure the modules. like Steve's Carts 2, it takes time for the machine to integrate the modules into the armor, but you could use certain upgrades to speed up this process, or remove/change modules from the armor. some of the modules would be the obvious ones, like speed, jump, fly, feed, night vision, power storage etcetc there would also be a module that'd allow you to see certain GUI's when you wear the armor. like with Ars Magica 2 you'd be able to move the GUI's around, or disable some of the GUI's. these GUI's would tell you things like how much power you've left in your suit, which modes you're using, how a certain module is configured to. certain modules would also change how the armor looks, for example if you start flying some sort of jetpack will appear. this would require the armor to be made in more of a 3D style rather then 2D. along with this some of the tools will also have a 3D model, like the wrench, electric wrench, drill, chainsaw, mining laser, nano saber etcetcetc now I know this isn't easy to do so, but it'd really give players more reason to try out the IC2 tools, as players often go for the more fancy looking option.
another point on which IC2 could improve on is power generation. there's already some ways to generate power, but it's mostly lower tier and the high tier nuclear power. what IC2 is missing is mid tier power. nuclear can be configured to be mid tier, but not everyone wants to take the nuclear route. IC2 can solve this by either taking some of the lower tiers and upgrade them to mid tier, make mid tier versions of their lower tier versions or add new type of generators to generate power for mid tier. I'd personally go for option 3, but this option would require you to take a certain item or liquid, and refine it through several processes to get it to a point to generate the power. with this I'd also change how the reactors work in IC2. it's just too much of an old system for me, with a very boring looking multistructure and it just doesn't interest me. there are some mods already that also take nuclear power and have very nice looking multiblock structures with them. it'd also be nice if the nuclear system in IC2 could become a bit more... simple. I never use IC2 reactors just because I've no idea what a good setup would be. I know there are some guides/topics that show you different designs done by others, but where's the fun in that?
that's just some of my ideas that I've come up with as to how IC2 exp should change. do note that these ideas are centered around my playing style, so they're most probably not in the same lines as the ideas from others. so please do not attack other people on their ideas, but rather try to go into a discussion with them as to what your ideas are.