![]() I can’t attest to the windmills, however, notably because I didn’t use the t3 version. adding ANY range to energy transfer in future updates will make them a direct downgrade because they cost more and are less flexible. Meaning the only major difference between them is that the t3 solar panel in this build specifically, is that it gives double the power as a t2 IF there is no building on the other side of it. The t2 and t3 solar panels have virtually no difference, because the t3 solar panel takes up two tiles… meaning that a t2 solar panel could just be built twice in the same space, and give you the same energy output. If the first four upgrades only take about two to five minutes to get each, why not just bump up the player’s starting energy transfer rate and then increase the cost of the upgrades and reduce the number of them? Your first impressions matter, and someone who’s new to the game wouldn’t know first thing to gun for a few energy transfer speed upgrades, but if I pick this alpha up a second time to look for more things, I definitely would.Īll right, let’s talk about building economy. The nerfed initial energy transfer speed, along with the cheaper energy transfer speed upgrades, doesn’t make sense to me. Maybe it requires a rare material used exclusively for suit elasticity expansions, which can only be found at certain story locations? And, if you do want it to play a keen role in gameplay progression, I would reccomend tying it in with story progress somehow. Meaning the upgrades are now the biggest reason to get the upgrades, since nothing else costs that much energy. A greater amount of energy, which, notably, makes you slower, and you lose more energy when you move the bigger you are… making it a straight downgrade from every size smaller if it wasn’t required to build that thing in the first place. That was the main goal of the game and naturally there was a big reason to focus on it, since it was literally required to do so to beat the game- But, unless a similar focus is used now, the suit elasticity upgrades have no purpose other than just that: lugging around a greater amount of energy. In the first game, it made sense for the suit elasticity upgrades to cost as much energy, as this way it accentuated what you were doing- harvesting energy and using your body to transport it around. Or it might be the case that better versions of generators have a boosted range, to keep things simpler? Having to build generators everywhere doesn’t seem all that efficient. I’d like to think there’d be “grid” research that boosts power infrastructure alongside power generation. The power draw of buildings, as to whether they were connected or not, took a little getting used to and it would be good if this was highlighted on the generators. Slowly, at their current weight-determined speed, then more rapidly (“Emergency Signalling”), eventually upgrading to switching between characters instantly via “localised spatial shifting” or the like - handy when everyone is massive! Suggested research ideas coud be for suit communication to “radio in” a character so that they come to your location - or just chat with them. I’m liking having the three characters on the go, “Lost Vikings” style as it suggests some fun interactions between the three in the future. I look forward to whatever’s coming in the future. Regardless, I’ve been looking forward to this, and it certainly didn’t disappoint. It kinda did mean that I only seriously touched the Reactors when I was trying for the screenshot, though. It definitely makes the Reactors more balanced against the other power generation, though, if that’s the be-all, end-all. I imagine you’ve got a better system in the pipeline, so I’m not going to harp on it too much, but it was a bit tedious. I’m also not sure about having to manually grab materials from the miners, and also having to manually fill the Reactors. And then you have to do that painful shimmy off to the side while you’re huge so that literally no part of you is touching the table. The only thing that feels clunky that I never quite got used to is how just being near a research table or upgrade table makes you steal its power and renders it inoperable. A lot of growing pains, between this one and the first one, but a lot of potential. ![]()
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