I'm not so sure about that. If you make deposits larger but have fewer amounts of them, then the few that do spawn on a planet will all be under the Zirax area of a planet. That's just the current way the POIs spawn with the resources. Meaning it would be very hard early game to progress without dealing with the Zirax first. You'll be subsisting on surface rocks for a long time. Now of course there are two solutions, either A.) You build a sniper rifle from surface ore and hunt animals for several days strait in their territory until they are friendly, then mine the deposits. Or B.) Find some way to get lots of credits and buy all your gizmos and gadgets that you need from Polaris in order to take out the POIs. A.) Is already possible in the game as of right now albeit a little grindy. Option B.) on the other hand just won't be feasible until the in game economy is improved to where maybe you could purchase some combat HVs from Polaris. So right now it would create a catch 22 where you need ore to build weapons to kill Zirax, but you need to kill the Zirax to get the ore in the first place.
OK, so current game mechanics regarding POIs spawning may get in the way if we were to alter the spawning of resources in the current game as-is and on a medium planet.
This is basically how I want to play the game but, yeah, the lack of a resource distribution function is why I don't. I was actually planning to build a new range of RTS-like buildings to use instead of my usual single structure BAs (like the AI factions do already) but, keeping all those buildings fueled up would be too much of a chore. Wireless logistics access between buildings would be great for such a base building approach.
TBH - I dont find that too much of a problem as only a few of them have furnaces/constructors in them. I dont have shields on mine as I depend on defence towers instead so nothing gets through, so that helps with fuel.
I'd be all for this as long as the game didn't suddenly see that you now have half a dozen bases in a small area and roll base attacks against them all, which effectively results in endless base attacks.
Not really as problem when you have an outer ring of defence towers covering all approaches - you can pretty much ignore them. This is a small level 12 stage compound with my shed buildings (I normally have a grow shed down by now as well): The near building was the original L5 starter base - the far one is the L12 Factory with advanced constructors, furnaces, deconstructor etc. If this was one base I it would be a T3 and couldnt actually have as many turrets as it does.
I am aware of that, but it's annoying to build in such a way and have the constant noise and need for ammo production.
İ am also looking forward for teleporter-based network. We can transfer stuff already in our inventories. Why not create a short time channel to transfer everything needed from container on base A to container on base B? If it feels OP, transfer rate mechanic could be involved, i.e. 10 items per second from one base to another.
I don't think it will be overpowered since we already have the wireless logistics system, you can already transfer stuff between bases if you're standing in the middle with both BAs in range. All they need to do is allow bases in range to transfer stuff without the player having to be the middle link. Input and output settings for storage containers would make it very versatile as well. An example of a fuel "pipeline" would be: Build a "pipeline" of transfer substations 100m apart (within wireless range of each other) between a promethium mining BA and a fuel refinery BA. The autominer outputs to the mining BAs storage. The first substation inputs from the mining BAs storage and outputs to the next substation's storage. Subsequent substations inputs from the previous one and outputs to the next one, passing the promethium on. A fuel refinery then inputs from the last substation, produces fuel cells and outputs it to a warehouse BA. Fuel tanks of other buildings then inputs from the warehouse to refuel. i.e. A fully automated fuel production cycle using the same functions as the current logistics system without the need for complex conveyors and connectors. It won't be as convenient with the autominer depletion setting on but, it would encourage some interesting base layouts and production cycles.
No, if it talk about wifi. But teleport-based network could be considered OP, because it puts under the question mark all that transport ships that drifting the space, destroys purpose of short-range trade ships. From the other hand, teleport is limited to 30 LY, so it could be a balancing factor.
A teleporter-based network would be too OP indeed, I would not want that either, I like using freighters and cargo ships. A network based on the current wireless logistics system, with the 100m range limit, will do just fine. EDIT: I actually made a more detailed feature suggestion about it a week or so ago but, like with all my new posts, it got "moderated" (don't know if this is normal for everyone). It was stuck in moderation for a few days and then eventually disappeared. I have not bothered retyping and reposting it again.
It seems moderators considered your post as a provocation. Dunno why they applied premoderation, maybe devs dont like criticism. I understand them, they are human-beings, and too much pressure could be depressing sometimes. From the other hand, the state of the game, opinion of the community and all-around state of things is because of their deeds. They created a very promising product, but they lack skills as it seems to implement everything and it is a pity. P.S. The marketing of Eleon is also so weak, compared to other games. Some games bring new alpha version as a big event, with advertisements and fireworks. Streamers on youtube and twitch receive experimental version of the game and start playing bringing the game to attention of so large auditory. Developers do streams and speak to the community, answer questions and describe their plans. It helps the game to prosper to attend more people to the team, or simply to spend income to involve outsource designers and coders to do part of the job. As soon Eleon would realize marketing is ruling the world right now, they will bring their product to the next level.
That's interesting. So it's only some of us being singled out? I can post replies fine but, new topics I post always get stuck in moderation, doesn't matter if it's criticism or praise. I thought it's normal practice that everyone has to deal with since I've been on this forum for years (tomorrow actually marks 5 years exactly, come to think of it). Guess it was worth it to actually ask another user. I never stole Eleon's lunch money, or kicked their dog or anything... Regardless, I still prefer official forums over discord and/or other social media stuff.
I dont know how it works. But my first posts never were on premoderation, they were appearing immediately. But now(and I dont remember when it is started) new thread await decision from the moderator too.
I would welcome wireless transfer of goods, but I feel no need for this to occur over light years. I am only interested in it occurring within clusters of building that are very close together - ie already in wireless range of each other perhaps or perhaps with the addition of a T2 wireless to extend the range out to 250m - ie to cover a building cluster. My interest is in allowing a cluster of buildings to act as a single base from the perspective of constructors/food processor/furnaces etc being able to directly access the storage inventories in other nearby buildings.
If it's a normal security-related thing in general, then it's fine I guess. I can live with it. This is how my next base is going to be anyway. I already built a perimeter defense tower and currently messing around with warehouse and factory buildings. The defense towers are shielded and packing heat so they can take down PVs. As for the original topic, the autominer depletion setting can be made an ingame thing by giving the land claim device a purpose. Autominers within your territory don't deplete resources whilst autominers outside your territory do. I suppose it may not be very "realistic" but, realism was never a major factor in Empyrion anyway.
Sam Same with too much la-la land physics and illogical unrealism. There is a balance to be found, and in this case I think its way off the mark in so many areas. I could kind of get-with-the-program if there was actually a consistent program to 'get-with' but usually its one WTF moment after another... The WTF moments used to be 'WTF were they thinking' and then that got downgraded over time to just 'WTF' as it slowly dawned on me - maybe they werent thinking - at all