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Bluespace harvetser design doc #124
Bluespace harvetser design doc #124
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I'll leave this here instead of on the code PR; I don't really see how this fits in to existing gameplay. Consider that science already has anomalies and as is largely just doesn't want to deal with mob anomalies (too difficult and they're underequipped) then where would this slot in? It has a lot of mobs so needs salvage or sec involvement, yet needs to also consume station power so probably needs engineering too. Does the station just make a large room to put it in to spawn mobs? Then it just becomes a wave defence machine for loot and takes up several players away from sec (forcing them to use the armory) or salvage (probably doing something else). It seems like the kind of thing more suited as an expedition objective. |
It was originally planned that you would not overclock it beyond safe levels, so that it would not cause harm to the station and would be relatively safe. Something like Tesla or Singularity, but as a consumer of electricity, given that now there is simply nowhere to spend it in the quantities they produce. At least for myself, this is how I understood the idea of this thing from the 13th station. But if we consider the option for expeditions, then it is completely possible to fit it into a planet where the player needs to power the harvester, run it at a certain difficulty and wait for several waves of monsters to receive useful things like TD. |
In any case, I will close the PR for now, leaving this riddle for rethinking; in this case, we need to think of a more appropriate use for it in the game. |
An interesting idea but I don't think it fits with the direction we want to take resource gathering on upstream. Even if it doesn't fit upstream it's still a neat idea and it creates a possible alternative means of getting items instead of solely relying on cargo. |
I'm adding a design document for a new machine: the Bluespace harvester.