Anuken / Mindustry-Suggestions

Repository for Mindustry suggestions and feedback
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Particle Accelerator and Related Extensions #2982

Closed WatKey closed 3 years ago

WatKey commented 3 years ago

Describe the content or mechanics you are proposing.

Disclaimer: I only recently started playing the game and have not yet finished the campaign. Therefore I am not very familiar with all the technologies and blocks in the game, however I did some research on the wiki and trello and its seems like the additions I am proposing here are not yet part of the game or in development. The names I have used here are only for descriptive purposes and can of course be replaced or improved. Newly introduced concepts should be in bold font. Please point out any mistake or inconsistency you find and feel free to add your own ideas and concepts to my proposals, as there probably is a lot more space to improve my suggestions.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

The above mentioned additions and changes introduce the Particle Accelerator as a new core concept to unlock additional technologies and to produce late game materials. This structure is a large multi block structure and introduces the concept of structures that inherently come with different upgrade tiers, as the size, the amount of energy, the magnetic materials used and the cooling system can be varied. The other changes are mostly prerequisites or logical consequences to the introduction of the particle accelerator. Although there already are quite a lot of materials in the game, I believe it would make sense to introduce the new resource of Ferromagnetic Materials (Ferromagnets), as they not only become important for the aforementioned accelerator, but could also be incorporated to be required by already existing blocks, such as the mass driver for example. Magnets are interesting structures and it therefore would render the game even more interesting by having the possibility to use different magnet tiers through Electromagnets and Supermagnets (Superconductors). Introducing different cryofluid tiers would further increase the different combinations of tiers, however this change is not strictly necessary. The introduction of wormhole technologies would bring a new late game component that one may try to chase as the projection of wormholes should be so expensive that only gigantic and incredibly advanced industrial complexes should be able to produce the required energy.

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OnyxFinger commented 3 years ago

cryofluid tiers isn't an idea I'm in : the game is mainly played by the community because it's simple (kind of a shame but idc cuz PvP is still somehow good with how bad it also is so I play it), so I think adding multiple tiers of the same resource can be confusing and too complicated for the player base

the fusion reactor is just an impact reactor : it makes a lot of power but requires a lot to kickstart it. I think currently, an impact reactor's insane power production is enough for the game, but since new planets and stuff are coming wiht different tech etc... you get it, this idea may be useful still.

about wormholes, I honestly just don't want to brainstorm about it, so I'm not gonna think about it sorry

For the particle accelerator, it should be a factory, since that's pretty much how unlocking technology works in this game (e.g. getting plastanaium allows you to place overdrive projectors, cyclones and swarmers

antimatter : surge is already an endgame ammo, and tbh endgame really doesn't need a buff rn. About the antimatter reactor, see above with fusion reactors

oinkymoo commented 3 years ago

magnets: there are at least 2 railguns already in the game. neither of them use magnets.

cryofluid: you do know that cryofluid is currently created using water and titanium, right? calling that stuff liquid nitrogen wouldn't make much sense

generators: i see no purpose to this. this would only be necessary if something required orders of magnitude more power than an impact reactor provides

antimatter: I agree with onyxfinger, the 1350 damage blasts of a foreshadow are more than enough damage for all units currently in the game.

wormholes: item teleporters existed in older versions of mindustry, but have since been replaced with mass drivers. they are not coming back, and the readme specifically says not to suggest them. that being said, i am at least intrigued by unit teleporters, though pathfinding through them would be hellish

IVV-NCX commented 3 years ago

I played a mod with much of these items, called NewHorizonsMod, and contains your fusion reactor, teleporters, ultrapowerful weapons, adds some changes to early game, and more.

The above is all right. I do agree that unit teleporters or high speed transport would be cool, although that can be done with logic (I'm not sure, I don't mindustry much these days).

OnyxFinger commented 3 years ago

actually wormholes are for units aren't they ? I think if it's restricted to units they're fine

IVV-NCX commented 3 years ago

Yeah, they are. But if you think about it, isn't the unit transport already there with the logic units? Plus, doesn't it break the canonical amount of technology? I'm 99% sure that the tech only extends to nuclear and basic AI (about our level).

github-actions[bot] commented 3 years ago

This suggestion is now stale, and will be automatically closed.