Open ThePiachu opened 3 years ago
We discussed idea of consumables modules like Steel Saw for T4 stone processing (it is actually why we have steel in recipe for "virtual saw"). So idea of consumables modules in general is good and applicable in many scenarios (but it is more like a fuel in this case).
For upgrade modules though if we will make them consumable then we have to significantly reduce it's price. Also instead of solving the issue it may make it more problematic with increasing module demand and accidental module expiration for big craft. So it may introduce more issues than solve.
As alternative for issue with module juggling we can make modules non detachable (in this case when you pickup table it will preserve installed modules). Also as partial solution with module deficit we can change how modules crafted. Instead of crafting BU2 from BU1 it may be crafted independent (so no more need to organize chain for module production), but instead it may be used for upgrading table with BU1. In this case any upgrade producer may produce as many modules as he want no matter how much previous tier modules exists. They just can't be used on tables without previous tier upgrade. It won't change principal efficiency chain, but will help with market fulfilling.
As additional option we can allow to produce some upgrades of same level for multiple professions. But we should be very careful here to avoid situation when one-two professions may be used to skip progress for fast modules leveling. To avoid this we can use another mechanic we previously discussed - Technologies. So instead of locking modules to professions we can lock modules to Technology which locked to profession level. Once technology discovered it unlocks upgrades craft. So you don't need to ask and wait people for upgrades, but instead you may craft it by your own if you know technology (it may be much more expensive than for professional thought).
P.S.: If we will make module permanent installation it will also help with old modules utilization :)
I would like to add a lot more maintainence/repair to things in the game, and having consumed modules could be a great way to do that.
I like consumables modules idea in general, but it shouldn't be applied to Upgrades. It is fine to have consumables modules which doesn't affect efficiency, but required for production, like Steel Saw for T4 Stone processing. But having consumable upgrades will make production much more complex and stressful. There is few points which comes on top of my mind:
@johnkslg @ThePiachu Don't you think this change will make too negative impact on gameplay?
I mentioned this in Discord several times. Modules can be replaced with "Tools" of different tier/quality. These tools would be used as a fuel for the station, and depending on the tier of the tool used the station gets "module" benefits.
Basic Engineer/Mechanic/industialist can be the one actually producing all grades of tools. They can utilize different kinds of materials provided by other professions. This is opposed to spreading the module recipes between random professions actually dictating their usefullness because of that. And engineers actually lose their demand pretty fast and they don't actually have any materials they should provide on a regular basis. Don't count the roads as they are not related to engineering at all.
I added suggestion for technologies: https://github.com/StrangeLoopGames/EcoSuggestions/issues/1300 it describes alternative way how issue with modules may be fixed as part of proposal.
Interesting idea, but directly making consumable modules like fuel will lead to issues:
My baseline thinking for a module was for it to last 24 active hours of production. You usually don't produce things in that big quantities in one go. At level 5 upgrade, that's ~4000 steel plates, ~750 asphalt roads, 20k hewn logs. Anything that consumes fuel would probably run out of fuel way before you run out of a Module. So with this kind of efficiency you wouldn't even need to alter the price of the modules since they would be largely negligible. Of course, with the modules lasting a shorter amount of time it might be an issue.
What I personally found on a few runs was that whatever isn't in demand won't be supplied. Day 14 on a server you might have no BU1s, 2s or 3s being made because nobody is buying BU4s, until they run out in a few days and then you have to bug people to get the production back up and running. And yeah, someone quitting would have a similar effect.
When it comes to prices changing because some modules are unavailable, that to some extent is offset with at least some raw material production maturing during the game. Day 1 logs are expensive because you only have so many trees, while day 7 you already have entire forests planted and ready to harvest for cheap.
But I do get where people are coming from - efficiency is a very important part of production in ECO, plus loss-aversion is another compounding factor on top of it.
Consumable modules are one way of making sure there is a constant need for a lot of crafting professions. Some components that need replacing would be another, but those might disproportionally favour things like smelting, mechanics, etc. (how many components would require stuff from a mason or a logger?).
I wanna give some answers to @mirasrael criticism.
Yeah, if all these 3 conditions will be implemented it may work, but there another problems appears.
To summarize. I think this system may work if:
@mirasrael
@johnkslg P.S. Make higher level recipes require certain level of housing (or at least the room comfort, not only tier) and voila - builders and housing item producers are important. Make recipes require a certain level of food points to perform labor - and voila, farmers and chefs are required.
Recently on the Feedback channel I talked about the economy on White Tiger and the conversation reached a conclusion that it would be nice if the various Upgrade Modules were consumables.
In a similar fashion to #1077, this would help to create a constant demand for even lower-tier products. The idea would be that you would be able to slot an Upgrade in anywhere, but then it would be consumed by that table and provide the bonus for some amount of crafting time (say, 24 hours). You could add more Modules into the slot to consume them when the previous ones run out, etc.
This would make it so players can't juggle one good module between all their workstations, as well as creating a constant demand for the Modules, which means they would be supplied more readily on the market (instead of the market drying up of BU4s when everyone moves into T2 era, leaving some newbies without any upgrades).
It would also hopefully circulate some steady stream of money back from say, cooks to manufacturers since they would need to keep re-buying the upgrade modules.
It would also help some newer players to contribute to the economy with this sink - modules are rather easy to transport, so they could buy whichever ones they need, upgrade them one step in their home and then bring the upgraded ones back in a backpack.
Someone suggested they could be repaired as tools instead, perhaps requiring a lower-tier Upgrade as a repair component, but that would only be interesting if the repair mechanic was revamped like in #1257. Manual repairs are so tedious...