meganothing wrote: Fri Apr 04, 2025 3:00 pm
Essentially you want the important techs earlier so that you already have them when they could be useful for your factory. You want to build a factory on each planet once in its finished state and never touch it again. Research then should unlock the next stages for the next planet only. A fully incremental design, like an RPG where you go into the next area, need totally new items and never look back. Is that correct so far?
No not really. I'd like more options, and I think certain things would be more useful if they came earlier. I feel railroaded in SA. It feels like a series of "I want to do this but I can't until I do this" until I'm all the way through the game. You have to play the game the way the devs want, rather than the way I want to play.
As far as more options go, the recycler basically gates quality, so if you want to use quality you basically have to go to Fulgora first. The biolab being Nauvis only means you can't use Gleba as your science hub. Legendary quality being on Aquilo means you only get it after you've basically finished the game (but you still have to account for it as soon as you use ANY quality). Foundation on Aquilo means I've already built my Fulgora factory before I get it. Another example is cliff explosives. If I played with cliffs I'd feel forced to to go Vulcanus first, but then I couldn't use quality because I wouldn't have recyclers.
The issue is, if I've already built my factory before I get everything, and because it takes a long time, and I have to build 5 factories + space platforms, there isn't much room left in terms of UPS or research to fully utilize all the tools. And I feel like I basically have to do things in a particular order because of the way things are gated. In my last playthrough I was into the 20s in infinite research and was at over 100k espm before I was at the point where I would use foundation, but it was too late at that point, and it's too expensive.
If SA was shorter it wouldn't be as much of an issue, but it's a big investment to do a playthrough, so I don't like not being able to do what I want to do for a long time. This didn't really happen in 1.0, both because it was shorter and because every building served a unique role. But in SA it's like setting up oil, where you have to do a lot of things before you get anything from it - but worse because it takes much longer to set up a planet and you have to do it four times. And it's way more tedious to transport things than just moving stuff to the other side of your factory.
Another example is with stack inserters on Gleba - you only get them after you've finished your factory. So what I really want to do is have all the tools and make something with them, but I have to play through the whole game to get everything, and then by the time I get everything I don't actually need the tools because I've already completed the game. So I have the option to tear everything down and rebuild, but it's too much of a hassle.
Which is why I would either like the tech to be unlocked earlier, OR a bunch more content added. Except that adding more content may make UPS a real problem.
meganothing wrote: Fri Apr 04, 2025 3:00 pm
Without it you can play the game once, decide on a blueprint of the best way any factory part has to look like and never need to play the game again. It is changed into a linear game and in my view that makes it more trivial (compared to a non-linear game with the same content)
I disagree on this point. Consider 1.0. There are so many ways to play, even though there's less stuff than in SA. I actually think the current tech tree reduces replayability because it mandates progression. As an example, imagine if legendary quality was available on Nauvis. Now you have the option to stay on Nauvis and go big to get legendary and go through the game with the best stuff. Imagine if recyclers were available - now you could use quality on every planet without having to go to Fulgora first.
I don't understand the argument that it makes the game more trivial. It makes the game more open and gives you more choice.
meganothing wrote: Fri Apr 04, 2025 3:00 pm
Essentially the new planets would be underwhelming targets now,
This is a problem with lack of content on the planets, although I only think this is really true for Vulcanus - Gleba and Fulgora have interesting mechanics. Stealing stuff from Nauvis makes Nauvis worse. This is why I said I think there needs to me more content. But an alternative would be to make the content that already exists more useful - like allowing Gleba recipes on Nauvis, or the biolab on Gleba. As it currently is, there's not much incentive to make anything other than Ag. science, stack inserters and rocket parts on Gleba. If there was more use for Gleba after your initial factory, there would be more use for stack inserters with Gleba recipes, and there would be more incentive to build bigger. You would have the OPTION to e.g. replace your miners on Nauvis with bacteria. I think that would be cool.
meganothing wrote: Fri Apr 04, 2025 3:00 pm
Now that I have been on all planets and know what to expect I probably will ponder for days which planet to visit first in a new playthrough. I am like the donkey standing between three hay stacks. And that is a good thing. For me this means replayability.
It's the opposite for me. I feel restricted, and I feel that game is less replayable. Also, I don't think having more options would ruin your replayability - you would still have a choice what you do first, and how you do things. I don't buy the argument about blueprints - that's your choice to play that way. I don't use blueprints except for rail stuff. I also make a point of using belts for most things, because I think it's more interesting. And I've been restricting myself to a certain nuclear plant setup and made an attempt to be efficient. Because it's an interesting (to me) challenge, that I find fun.
And there are a bunch of other things that I think would be fun that I can't do with the current design.