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Material science: The Effort post II
#11
Hey keelin been messing around with the materials system update, here's some stray observations as I was working with it:

1. Quality now varies the stats of a material. But my issue is the max values are not consistent whatsoever.
For example, you have two pieces of rock of the same material but different quality, in this example we'll say Awful Bohrum and Great Bohrum.
You'd think the max toughness value for both ores would be 100 (or whatever the max value is), and ores would just have different base toughness.
But no, the max toughness is different on both ores. Awful would have 32/67 toughness and Great would have 50/120 toughness. So the max values means absolutely nothing. It should be 32/100 and 50/100 instead. Currently it's rather difficult to know if the ore you got is actually any good.

2. Following that, the quality stat is rather funky. You might getting magnificent clarentine and the quality variant would read: 40%. I've rarely seen ores of above 65% quality. Ores often dip below 0 too, being negative qualities. Be uniform with the quality system. Rank it between 0 (being shit) to 100 (being perfect).

3. Ore quality also depends on asteroid quality, which I think is bad. This means, you pull in an asteroid, only to find that the entire asteroid is of shit quality ore. Then you have to wait because of the cooldown, and hope the next asteroid you pull in is not of shit quality (which it often is). This is frustrating.
Instead, completely randomise the quality var on drop. For example 1 asteroid containing like 30 pieces of mauxite should have ores ranging from shit to perfect quality, instead of all shit or all perfect quality. This would mean miners could set aside great quality ores for smelting, and use the poorer quality ores for selling or using in a fabricator.

4. The material research computer looks very promising as does the scanner. I have my own thoughts on what could go into it, but i'll keep that to myself until this project is more complete.
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