12-03-2020, 01:49 PM
Disclaimer: I have not read all of the previous posts here, sorry. Crossposting my thoughts from Discord:
Imo there are two main groups of players when it comes to engineers (well, probably a continuous spectrum but let's focus on the extremes). The first group wants to tinker with the engine and figure out cool engine setups and stuff. The TEG changes give them many tools and options to do that which is great! The second group is people who just want to start the engine so the station is powered. The TEG changes just add unnecessary obstructions for these players for the most part.
As a consequence I think that a basich low power (char) burn should be only lightly affected by RNG and should not require chems. For more powerful and more complex TEG setups I think both the inclusion of new mechanics and RNG are good. I'm not sure how to achieve this scale properly because I barely looked at the code in the PRs but I feel like the general design should go somewhere this way. Have a realiable low power inefficient setup and then have a wide space of more complex more effiicient more powerful setups with RNG constraining you to some part of that space and you exploring that part.
Imo there are two main groups of players when it comes to engineers (well, probably a continuous spectrum but let's focus on the extremes). The first group wants to tinker with the engine and figure out cool engine setups and stuff. The TEG changes give them many tools and options to do that which is great! The second group is people who just want to start the engine so the station is powered. The TEG changes just add unnecessary obstructions for these players for the most part.
As a consequence I think that a basich low power (char) burn should be only lightly affected by RNG and should not require chems. For more powerful and more complex TEG setups I think both the inclusion of new mechanics and RNG are good. I'm not sure how to achieve this scale properly because I barely looked at the code in the PRs but I feel like the general design should go somewhere this way. Have a realiable low power inefficient setup and then have a wide space of more complex more effiicient more powerful setups with RNG constraining you to some part of that space and you exploring that part.