Reticule Research feedback (1.3.7.1)

Zonko

Well-Known Member
Sep 20, 2019
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Got an easy fix for this: Have a new block: Advanced fabricator.
About the size of the Component Factory.
No dongles.
Price: same as fabricator, 3 dongles, and component factory.
Tier: max.
Job: combines factory and fabricator.
What it does: takes resources directly, and outputs blocks. Removing the loop for components, and speed up manufacturing of high end blocks. Making things very convenient in the late game.

This solves all problems, does not obviate the existing blocks, and let's people do it the old way if they like, and gives Anton something to do.
Can someone push this idea to a dev, or a modder please?
 
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the.nihilist

Semiprofessional Idler
Jul 1, 2018
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Got an easy fix for this: Have a new block: Advanced fabricator.
About the size of the Component Factory.
No dongles.
Price: same as fabricator, 3 dongles, and component factory.
Tier: max.
Job: combines factory and fabricator.
What it does: takes resources directly, and outputs blocks. Removing the loop for components, and speed up manufacturing of high end blocks. Making things very convenient in the late game.

This solves all problems, does not obviate the existing blocks, and let's people do it the old way if they like, and gives Anton something to do.
Can someone push this idea to a dev, or a modder please?
While i agree on the idea, i can’t see it fitting the lore of several corporations as you would need one of such Fabricators for each. BF and RR maybe, the rest not so much, especially not GSO.

I jotted another idea down in my notes the other day:

A Preprocessing Unit that does all preproduction including
refinement in a single stage. It could be fit into RR or BF lore and then be used with the fabricators of all other corps.

So only one block to add to the game that makes a big difference.
This would give some nice differentiation on this side of corporations, there isn’t much of a difference between those at the moment.
 
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Zonko

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Sep 20, 2019
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While i agree on the idea, i can’t see it fitting the lore of several corporations as you would need one of such Fabricators for each. BF and RR maybe, the rest not so much, especially not GSO.

I jotted another idea down in my notes the other day:

A Preprocessing Unit that does all preproduction including
refinement in a single stage. It could be fit into RR or BF lore and then be used with the fabricators of all other corps.

So only one block to add to the game that makes a big difference.
This would give some nice differentiation on this side of corporations, there isn’t much of a difference between those at the moment.
If a corp has a fabricator [all of them so far] then there's no reason not to have an advanced fabricator.

Even if the plan is to have some complex setup as you describe, an advanced fabricator that works as i described, would be a good solution in the meantime.
 
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the.nihilist

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If a corp has a fabricator [all of them so far] then there's no reason not to have an advanced fabricator.

Even if the plan is to have some complex setup as you describe, an advanced fabricator that works as i described, would be a good solution in the meantime.
if you ignore any lore and differentiation between the corporations, sure. But then there is no good reason why there are corporations at all. I could argue the same for any other Block. So why shouldn’t GSO have the same hovers as BF or the Giga Plasma of RR.

if you already think of Fabricator + Preprocessing Unit as a complex setup … :rolleyes:

Besides that: One major reason would be that it’s much easier to introduce 1 block and not 5-6.
A PPU could deal with any block recipes preproduction and needs only new recipes for components and maybe a passthrough for refined resources. Those Advanced Fabricators on The other hand would have many more recipes that need to be changed and later tested. The effort development would have to make to introduce those ‘in the meanwhile’ is massively higher. ;)
 
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Zonko

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Sep 20, 2019
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if you ignore any lore and differentiation between the corporations, sure. But then there is no good reason why there are corporations at all. I could argue the same for any other Block. So why shouldn’t GSO have the same hovers as BF or the Giga Plasma of RR.

if you already think of Fabricator + Preprocessing Unit as a complex setup … :rolleyes:

Besides that: One major reason would be that it’s much easier to introduce 1 block and not 5-6.
A PPU could deal with any block recipes preproduction and needs only new recipes for components and maybe a passthrough for refined resources. Those Advanced Fabricators on The other hand would have many more recipes that need to be changed and later tested. The effort development would have to make to introduce those ‘in the meanwhile’ is massively higher. ;)
Nope. It is a complex setup. Build a base with full stacks of chunks, and factories capable of building any block.
That's a mess.

What lore says that corps don't get fabricators?
In fact, what lore?

Effort? One new block per corp. Hell, you could just reskin a fabricator.
All you need to do is update the recipe to the base chunks. Nothing more.
 

the.nihilist

Semiprofessional Idler
Jul 1, 2018
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Nope. It is a complex setup. Build a base with full stacks of chunks, and factories capable of building any block.
That's a mess.

What lore says that corps don't get fabricators?
In fact, what lore?

Effort? One new block per corp. Hell, you could just reskin a fabricator.
All you need to do is update the recipe to the base chunks. Nothing more.
I never described any of that.
It’s solely your implication, but now i just wonder how that Advanced Fabricator will work without anything else but just the Block itself, because your own idea implicates the same as far as you described it and implicate it now. Maybe you could elaborate what you’re talking about? Because as i understand it now you want Payload Terminals that are paid with resources? A Block that doesn’t need any setup at all?

No Lore says it like that. But as i said, it wouldn’t fit what we already have on Lore regarding Corporations. If you don’t know what i talk about, I suggest a read up here: https://www.terratechgame.com/blog_Designing_TerraTechs_Intergalactic_Corporations.htm

yea, but that’s sadly pretty much not how it works. ;)
 

Zonko

Well-Known Member
Sep 20, 2019
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I never described any of that.
It’s solely your implication, but now i just wonder how that Advanced Fabricator will work without anything else but just the Block itself, because your own idea implicates the same as far as you described it and implicate it now. Maybe you could elaborate what you’re talking about? Because as i understand it now you want Payload Terminals that are paid with resources? A Block that doesn’t need any setup at all?

No Lore says it like that. But as i said, it wouldn’t fit what we already have on Lore regarding Corporations. If you don’t know what i talk about, I suggest a read up here: https://www.terratechgame.com/blog_Designing_TerraTechs_Intergalactic_Corporations.htm

yea, but that’s sadly pretty much not how it works. ;)
Nope. A fabricator that take in only resources.

Job: combines factory and fabricator.
What it does: takes resources directly, and outputs blocks. Removing the loop for components, and speed up manufacturing of high end blocks. Making things very convenient in the late game.
So it takes in orange and blue crystal, not hard light drives.
Speeds up construction immensely.
 

the.nihilist

Semiprofessional Idler
Jul 1, 2018
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Nope. A fabricator that take in only resources.

Job: combines factory and fabricator.
What it does: takes resources directly, and outputs blocks. Removing the loop for components, and speed up manufacturing of high end blocks. Making things very convenient in the late game.
So it takes in orange and blue crystal, not hard light drives.
Speeds up construction immensely.
As i said, no difference on this side of things as you never deal with any component loops with a PPU. The PPU takes the order, transforms it and orders all the resources, just putting out the ingredients for the final recipe and passing needed refined resources through(no bypass needed), refines unrefined if needed. Directly into the fabricators, no conveyors. No looping through stages.
Eliminates all but the resource input(however you like to set it up) and the fabricator, so whatever loop you’re imagining… not happening;)
 

Zonko

Well-Known Member
Sep 20, 2019
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As i said, no difference on this side of things as you never deal with any component loops with a PPU. The PPU takes the order, transforms it and orders all the resources, just putting out the ingredients for the final recipe and passing needed refined resources through(no bypass needed), refines unrefined if needed. Directly into the fabricators, no conveyors. No looping through stages.
Eliminates all but the resource input(however you like to set it up) and the fabricator, so whatever loop you’re imagining… not happening;)
Like i said before: this is easier.
First off: Your block only makes things slightly better, and needs more code.
Mine does not. It's a fabricator, with a diff recipe book.

Second, what i am describing is functionally this PPU but welded to a fabricator. So where's the benefit?
 

the.nihilist

Semiprofessional Idler
Jul 1, 2018
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Like i said before: this is easier.
First off: Your block only makes things slightly better, and needs more code.
Mine does not. It's a fabricator, with a diff recipe book.

Second, what i am describing is functionally this PPU but welded to a fabricator. So where's the benefit?
As already said, an alternative that fits the lore and needs less additions. And for how much you complained about component factory loops i wouldn‘t say it makes things just sligthly better, but ok.

It’s not about being better in a way of any objective or subjective benefit anyhow.
But as it is about that for you: the most efficient version to this is already in the game anyhow. It‘s the Payload Terminal. it’s so much better and simpler than your solution as you not even have to deal with feeding resources into it and no delays for crafting at all. So much better in fact, why take a step back from it and put any effort into any other solution that is way less efficient and makes things just ‘worse‘?
 

Mindl3ss

Mindless Dominion Fleet Admiral
Nov 5, 2015
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Okay so it's been a while since i voiced my opinion about the RR fiasco.

First of all, I have to thank Payload for all of their consideration on behalf of the Community of veteran players. we were very vocal and at times not very nice. we felt to some extent betrayed at the time. HOWEVER, in the couple of weeks since, announcements have been made, and tangable improvements have been made in game. I think i speak for everyone in the Veterans community when i say thank you for listening. we are all very pleased with the quick and decisive response. I'll not harp on anything specific, but props. not to say any of us lost faith, but some of us were worried for a few.

as a personal note, thank you for removing the gaudy crosshairs from the platforms. I have my runways back and can continue my aircraft carrier projects. i approve.

Tho... just today with the most recent update (1.3.7.6) i have noticed something...
first off i liked the raised platform, but it wasnt nearly big enough. the legs of my battleships straddle it and they end up resting on their ventral cannons, which is... not ideal. But that platform seems to be gone now, replaced instead by this.
20200215144910_1.jpg
Which at face value isnt bad. looks good, id perfer the platform, but no complaints. Untill...
20200215144858_1.jpg
Not good. Cant see through it in Build beam, which means i'll never build there. and that area is supposed to be a sort of staging ground for building.
20200215144904_1.jpg
So my opinion would be going back to a platform, but bigger. either way, i dont think a blind spot makes a good building location.

i mean you dont have to change it. im not so lazy that i cant drive ten feet away and build there, but it just seems... counter-purposeful.

Just my two cents.


Thanks again Devs and Producers. Your community appreciates all your hard work.
 

Zonko

Well-Known Member
Sep 20, 2019
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As already said, an alternative that fits the lore and needs less additions. And for how much you complained about component factory loops i wouldn‘t say it makes things just sligthly better, but ok.

It’s not about being better in a way of any objective or subjective benefit anyhow.
But as it is about that for you: the most efficient version to this is already in the game anyhow. It‘s the Payload Terminal. it’s so much better and simpler than your solution as you not even have to deal with feeding resources into it and no delays for crafting at all. So much better in fact, why take a step back from it and put any effort into any other solution that is way less efficient and makes things just ‘worse‘?
Nope. Nothing in the existing lore supports your assertions.
And the payload terminal is not manufacturing.
It's not really part of the building game at all, it simply solves a problem.
And you STILL need the massive base to construct the large parts the first time.

and again: your solution need code, mine only needs a new recipe table.
And you still have not explained the benefits of a PPU and seperate fabricator, vs a fabricator with a built-in PPU.
 

the.nihilist

Semiprofessional Idler
Jul 1, 2018
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Nope. Nothing in the existing lore supports your assertions.
And the payload terminal is not manufacturing.
It's not really part of the building game at all, it simply solves a problem.
And you STILL need the massive base to construct the large parts the first time.

and again: your solution need code, mine only needs a new recipe table.
And you still have not explained the benefits of a PPU and seperate fabricator, vs a fabricator with a built-in PPU.
Again i suggest reading up on lore and design ideas of the corporations. There is a lot of meaning behind the ideas that could give you clues what would fit with a corporation and what not.

Yes, the PT solves a problem just like you and i solve a similar problem. And you clearly not understood what i wrote.
No problem, i will explain it to you: your problem is already solved better and more efficient than you solve it, as you are all about the efficiency of it, as you made very clear.
we can stop the discussion here, because you’re unable to get away from a ‘mine is better!’ approach and it is getting tedious to talk to you and try to explain things you are not willing to understand in the slightest or make an effort to do so. Only taking your own ideas of things into account.
I already said: my idea is just a little different from yours and adding only one block that sticks with the lore and could be less work, because it only needs one recipe book, not 6.
If anything is added, it won’t be decided by you or me anyhow and i’m not pitching to get a block in the game ;)

BTW, i only see any kind of production chain in this case when unlocking through manufacturing, what makes me wonder why you would need to do that as with the PT everything is unlocked. The same is the case for an AF or a PPU as late game items.

And i again only can wonder what ‘massive’ bases you’re talking about. A system that can manifacture any block is actually smaller and less complex than many of the mobile techs that are shared here or on the workshop.
My regularly used crafting base that can craft all blocks on a Fabricator adds exactly 11 blocks to what you would need with an AF.

I will not discuss about any PPU or AF further with you, as everything is said and maybe you just can’t wrap your head around some things.
That’s fine. You win, your idea is better! You’re the greatest! Congratulations! :D
 

Morningstar

Writing a book and cracking math problems
Apr 27, 2020
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Beijing, China, Earth, Solar System, Orion Arm
agreed. let not this strife diminish the work of the artists and programmers. I love the sonic wave cannons, but i Hate it's size and clunkyness. i think if we could get a fixed mounted version i would use that instead. as it is it can't be stacked hardly at all due to the space taken up by the gimbol swing.

Im not sure i like the new wheels at all. i like how they look, but they are... weird. i noticed a lot of people have already commented on that so i'll let that feedback get processed before i wager too harsh of an opinion on them.

As for the Plasma Cannon. Yes. I like it's bigness, yet ease to fit in paired or trippleicate. the animations are spot on. whoever is responsible for that block's animations... Payload, give them a cookie. i like the warm up and cool down time. i wish more weapons had similar features. The one thing i could suggest is to add a critical overload, where if you hold the beam on for too long, it automatically shuts down and rather than steam bursting from the vents, fire bursts from the vents and the block and those near it take damage. no a huge amount, but damage that will make you cautious of how long you fire them for, especially if you have several stacked.

Other changes. Most of the re-skins are acceptable or better with many of them looking very nice. one set of exceptions: Platforms.
Okay, so by themselves they look alright, but when i loaded up my old techs using them, they clash horribly with a lot of the existing skins.

View attachment 30611

And Worse still, my carrier runways are totaled. like sevearly totaled. to the point where landingon it in reality would be confusing and even dangerous. also it looks horrible.
View attachment 30612
Ardent Control, Zero-Four on Approach.
Zero-Four, you are cleared to land on runway 2.
Uh... that's a negative Control. Your runway is made of Helo pads. Where do planes land?
You stare at the first one for a while and you realise that the runway is made out of orange german iron crosses. Like the kind they use on planes.