Closed srdr2k3 closed 1 month ago
I took a look at the code after being made aware and Tachyon Rich Temporal Fluid seems to already have a special case in LNRs, it's just not documented anywhere at all.
Other than that the issue with mk6 naqfuel still stands, any discussion or criticism is welcome. The more I set this up in my world, the more absurd it becomes. It's just sad that a multi available in UIV generate more power way way way easier than a powergen method in late UMV.
I really wanna see dyson have not just a viable competitor but also something that players actually want to set up in their bases. I saw so many players go up to MK4-MK5 and then swap to dyson because it was so tedious to continue scaling up for MK6.
I think that the MK VI recipe is only viable after having access of the shirabon QFT recipe That should be what they are expecting
Correct, but the Shirabon QFT recipe does not unlock until T7 EoH, after which the EoH is a much better power generation method than naqfuel, so it comes a bit too late.
My thoughts for this discussion; apologies for the wall of text:
The balance is definitely off here. Dyson power is almost free, which makes it hard for any other powergen at the same tier to compete. But asking players to spend huge amounts of lategame materials to generate power is too far in the other direction and pretty much an insurmountable disincentive for filthy casuals like myself. The later tiers of Naq fuel also feel a bit like lazy game design to me, because they are simply "take the previous tier's fuel and put more power and some expensive materials into it".
For me, Naq fuel 1-3 was fun because it provided a more interesting alternative to plasma generator spam. You needed to build and scale some multi-step passive production lines with different machines (looking at you, celestial tungsten plasma). You didn't need to spam too many multiple copies of the same machine to generate enough power to keep things going. Naq 4 I simply ignored until I needed it for Naq 5, and Naq 6 was never going to happen because at that point switching to Dyson power is the only reasonable choice for someone with 20h/week to play the game.
I think there are two parts to making this more balanced.
Thank you for coming to my TED talk :-)
I started writing up rough ideas I had while thinking about the first part of this. Let me know if you'd like me to do more work, either creating spreadsheets or dev effort. I'm mostly waiting on stargate crafts rn so, y'know, I have a little spare time.
Dev costs: a few recipes, 2 new liquids and a new item, then making the Dyson work with two coolants and implementing the cap. I thought about basic balance w.r.t. large naq reactor running costs, but didn't really try for balancing against naq fuel, with the assumption that those would be reduced anyway.
Your GTNH Discord Username
@srdra
Your Pack Version
2.6.0
Your Proposal
Naquadah Fuel at MK5 and MK6 are considered a meme by many and rightly so, the rates are just horrible. This is even more true for MK6 which is just a joke in its entirety.
Currently, Naquadah Fuel MK6 recipe when overclocked needs 17 DTPFs running shirabon at base voltage, not even counting the Spacetime DTPFs that would be needed for both shirabon and the efficient MK5 fuel recipe and the fact that spacetime needs even more passive DTPFs running Infinity and other stuff for residue doesn't help at all.
Adding on, one refinery running MK6 fuel needs 5 running MK5 which needs 10 running MK4 which in turn needs 40 running MK3. This is calculated with the fact that all recipes below MK6 are done via the more efficient route. This means you need 56 fuel refineries and 125 LNRs with each their separate inputs JUST to make 11T eu/t...
Of course, this was calculated with Large Naquadah Reactors running with 16x speed and 2.75x efficiency.
Also the "more efficient" recipe for MK6 is actually worse EU/t-wise. It needs T4 coils to run and is base 12 seconds, wherein the other recipe is also base 12 seconds with only needing T3 coils. This lowers the power generated from one refinery to around 8T EU/t while also needing post-EOH materials, due to no overclocks from the refinery.
Now the other issue at hand, LNRs boosted with space/time. On the surface, the 64x more speed and 5x more efficiency sounds pretty nice. It would lower the LNR count from 125 to 31.25 and up the total power gen to 20.7T eu/t But the LNR uses 1000L/s of coolant (Time/Tachyon Rich Temporal Fluid), which amounts to at least 1562.5L/t of spacetime just to boost all the reactors. One DTPF producing spacetime at 128B EU/t makes 230.4/s of spacetime. I would understand if the EOH tiers before T7 actually gave out spacetime at a reasonable rate, but here is what the calculator has to say. This is, as far as I know, the last recipe you can run before EOH turns power positive.
My proposals are:
Your Goal
Give an actual good alternative to the Dyson spam, by not having the player wait for days to build up power just to run one EOH recipe.
Your Vision
Stated above with the goal. Alternatives are always good, they just need to be able to compete.
Final Checklist