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Build-A-Base Workshop 13
#4
This has the potential to be supremely cool. Just a few things off the top of my head, though...

1. Char furnaces would be a good power source to start with, but being able to supplement them later with solars would be good too. Just make them require significant resources, and maybe more exotic ones.

2. Also, we'd have to start with quite a few canisters of air until we could get a gas extractor set up.

3. Isn't there a tool that lets you copy rooms by designating an area to copy? If you set up an APC, you could use a similar tool to designate the area it powers. The shuttle would have to start with a number of power cells, though.

4. The extra Ruckingeur Kits and blueprint expansions should be available in all rounds, but at significant cost.

5. The resource yield of asteroids would have to be increased by a factor of 10 at least, or we'd run out. Alternatively, they could be restricted to higher resources, which would have to be sold to buy the large quantities of mauxite, molitz and pharosium that would be needed.

6. Speaking of selling, we'd need to be able to designate buy and sell points somehow, or else where would the cargo come from?

7. Also, there would have to be some kind of way to build conveyor belts, cargo routers and catapults, as well as program them. The mechanics will need a tool for that.

8. I feel like med dispensers and chem dispensers should require supply packs to be purchased in order to stock them, at significant cost. Just being able to set them up and have them fully stocked is too easy.

9. Now that I think about it, the cargo market, and especially the traders, need to be significantly adjusted, because right now making money as a QM is actually fairly hard. But even still, some things are ludicrously cheap. I should put together an effortpost about that some time.
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