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General Discussion / Re: Blueprints for everything
« on: January 05, 2019, 05:17:54 AM »
"Items should be easy to come by" vs. "Items are rarer than rare for the rest of the sector" vs. "having everything just given to you doesn't make for gameplay that's all that interesting"
Mod is SWP, which as far as I am aware does not alter the drops/vanilla items in any way.
(Finally got an Aurora print btw. Twice no less. Shame it's useless in this run.)
7 perfect nanoforges. That's enough to build every possible colony with maximum industry, without using 'special' items.
13 synchrotrons. And 33 busted nanoforges is just... At that point you may as well just make that the default performance for those industries and remove the items to save on clutter and micromanagement.
What is the point of having rare items at all if they are just given to you in such quantities that you don't even have to decide where is best to put them?
Sounds a game I'd have fun with tbh.
Mod is SWP, which as far as I am aware does not alter the drops/vanilla items in any way.
(Finally got an Aurora print btw. Twice no less. Shame it's useless in this run.)
7 perfect nanoforges. That's enough to build every possible colony with maximum industry, without using 'special' items.
13 synchrotrons. And 33 busted nanoforges is just... At that point you may as well just make that the default performance for those industries and remove the items to save on clutter and micromanagement.
What is the point of having rare items at all if they are just given to you in such quantities that you don't even have to decide where is best to put them?
Quote
I started my fourth game a few days ago. I never found low-tech pack until I beat the red planet (very late); found low-tech pack along with the shield.So it was a game where you had to make non-optimal choices in order to get by, and maybe some of those were things that you'd never choose to do if you had other more preferable means of doing so, yes?
Sounds a game I'd have fun with tbh.