I asked in an open thread if I should post this idea. Response was low, but positive, so I am here posting my ideas for a fabrication overhaul. If implemented, even in part, the ideas I suggest could make fabrication a much more enticing, enjoyable, and profitable activity for players.
First, some new rules:
Certain blocks are significantly smaller than the resource chunks used to fabricate them, so one recipe’s worth of resources should produce multiples of these blocks.
Along with the repeat option, fabricators should have the option to enter a desired number of iterations of a recipe. A text box entry would allow players to enter their desired amount. Alternatively, checkbox multiples would also work (x2, x4 for wheels, x5 and x10 would be satisfactory options).
If a component factory or fabricator has accepted resources for a recipe, but fabrication is interrupted (either by canceling the recipe in the UI or detaching/de-anchoring the fabricator), the block should drop the resources. One way to accomplish this is by turning the input space on the blocks into a silo that stores the recipe’s required resources. Once all required resources are on the silo, the fabricator takes in the resources and completes fabrication.
GeoCorp should substitute its combat side missions with resource-related missions. Missions should include "Harvest X-many of this resource," "Refine X-many resource chunks," "Sell X-many basic/advanced/complex/exotic components," and more. GeoCorp missions, of all the corps' missions, should encourage the player to engage in harvesting and fabrication.
Other corporations should occasionally have side missions in which they request specific resources related to their character. For example, Hawkeye might ask you to sell them Z4 Explosives or Blast Caps.
When a block is destroyed, there should be a low chance that it drops at least one of the resources used to fabricate it. Raw resource chunks have the highest probability of dropping, and tier 4 components have the lowest probability of dropping, with refined resources and other components having a probability in between. Whatever the probability of these individual drops, there should be no more than a net 5% chance that anything drops. Blocks that are produced in multiples with a single recipe, however, will not drop any resources.
All Venture manufacturing blocks, with the exception of the autominer (assuming it will get one), should be mobile, or should have mobile variants.
If we want to have an autominer for every corporation, there won't be quite enough room for variety. For this reason, I suggest that resource veins have multiple levels. Deeper levels have more resources than previous levels. Autominers of certain corporations will be able to dig deeper than others, though this may often come at the expense of speed. Mining will always start at the lowest (shallowest) level, so no shortcuts. A Venture Autominer, then, could mine resources exceptionally fast, but digs up a miniscule amount of resource chunks. The GeoCorp Autominer would be able to dig the deepest. Mining levels can be numbered 1, 2, 3,..., 7, 8 (for each corporation) and the number of resources in that single level can be equal to some constant times the level. So if a vein were to hold 360 resources in all, this could be arranged as 10*level resource chunks in a given level.
New Data Tag: Connected
A manufacturing block counts as connected if and only if resource chunks can move from the block in question (namely its output) to its destination block (its input). For example, a silo that feeds directly to a fabricator’s input is connected to the fabricator. Connection is not symmetric; if a silo connects to a component factory’s output, but not to its input, the factory is connected to the silo, but the silo is not connected to the factory. Connection is transitive; if a silo is connected to a conveyor, and that conveyor is connected to a fabricator, then the silo is connected to the fabricator. Connection can be reflexive; if a component factory’s output connects to its input (i.e. by a conveyor loop) then the factory is connected to itself. Also, inputs are never considered connected to other inputs, and outputs are never considered connected to outputs.
First, some new rules:
Certain blocks are significantly smaller than the resource chunks used to fabricate them, so one recipe’s worth of resources should produce multiples of these blocks.
Along with the repeat option, fabricators should have the option to enter a desired number of iterations of a recipe. A text box entry would allow players to enter their desired amount. Alternatively, checkbox multiples would also work (x2, x4 for wheels, x5 and x10 would be satisfactory options).
If a component factory or fabricator has accepted resources for a recipe, but fabrication is interrupted (either by canceling the recipe in the UI or detaching/de-anchoring the fabricator), the block should drop the resources. One way to accomplish this is by turning the input space on the blocks into a silo that stores the recipe’s required resources. Once all required resources are on the silo, the fabricator takes in the resources and completes fabrication.
GeoCorp should substitute its combat side missions with resource-related missions. Missions should include "Harvest X-many of this resource," "Refine X-many resource chunks," "Sell X-many basic/advanced/complex/exotic components," and more. GeoCorp missions, of all the corps' missions, should encourage the player to engage in harvesting and fabrication.
Other corporations should occasionally have side missions in which they request specific resources related to their character. For example, Hawkeye might ask you to sell them Z4 Explosives or Blast Caps.
When a block is destroyed, there should be a low chance that it drops at least one of the resources used to fabricate it. Raw resource chunks have the highest probability of dropping, and tier 4 components have the lowest probability of dropping, with refined resources and other components having a probability in between. Whatever the probability of these individual drops, there should be no more than a net 5% chance that anything drops. Blocks that are produced in multiples with a single recipe, however, will not drop any resources.
All Venture manufacturing blocks, with the exception of the autominer (assuming it will get one), should be mobile, or should have mobile variants.
If we want to have an autominer for every corporation, there won't be quite enough room for variety. For this reason, I suggest that resource veins have multiple levels. Deeper levels have more resources than previous levels. Autominers of certain corporations will be able to dig deeper than others, though this may often come at the expense of speed. Mining will always start at the lowest (shallowest) level, so no shortcuts. A Venture Autominer, then, could mine resources exceptionally fast, but digs up a miniscule amount of resource chunks. The GeoCorp Autominer would be able to dig the deepest. Mining levels can be numbered 1, 2, 3,..., 7, 8 (for each corporation) and the number of resources in that single level can be equal to some constant times the level. So if a vein were to hold 360 resources in all, this could be arranged as 10*level resource chunks in a given level.
New Data Tag: Connected
A manufacturing block counts as connected if and only if resource chunks can move from the block in question (namely its output) to its destination block (its input). For example, a silo that feeds directly to a fabricator’s input is connected to the fabricator. Connection is not symmetric; if a silo connects to a component factory’s output, but not to its input, the factory is connected to the silo, but the silo is not connected to the factory. Connection is transitive; if a silo is connected to a conveyor, and that conveyor is connected to a fabricator, then the silo is connected to the fabricator. Connection can be reflexive; if a component factory’s output connects to its input (i.e. by a conveyor loop) then the factory is connected to itself. Also, inputs are never considered connected to other inputs, and outputs are never considered connected to outputs.
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