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Possible Storage Solutions  

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LadyAquanine735
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Joined: 7 months  ago
Posts: 99
12/04/2017 9:19 pm  

I've noticed several problems with storage in the game.  One has already been remedied by having the nanites being stored in their processing plants (at least, I think that's what's happened), but that still doesn't help with other problems.  I'll list them here:

- The buildings require too many nanites to build.  Just the smallest of regular storage buildings requires 26 nanites, and sometimes you're strapped for building nanites in certain scenarios.  54 nanites is just way too much for the largest storage buildings.  You may as well be building another chemical plant or mill for what the largest storage building is worth.  Storage buildings are supposed to be some of the simplest structures in the colony.  They're fully automated, and nobody really walks in or out of them.  Often I have to waste nanites on building a ton of them later on in game because they fill up so fast.  Drives me up the wall, having to wait for my nanite processors to get enough for even one large storage building.  It would be better if the number of nanites needed to build storage buildings were lower in number.

- I heard that water storage is responsible for filling up the storage buildings so quickly.  I think it would be practical if the water were stored elsewhere, freeing up space for everything else.  You could start with simple water tanks, and later on, build reservoirs for larger colony populations.  I mentioned this on another thread, where the level of water in the reservoir could be animated and correspond with levels available in the game. 


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Paul Tozour
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Joined: 12 months  ago
Posts: 270
14/04/2017 3:23 pm  

Heya -- Nope, Nanites aren't stored in their processing plants, and Water Pumps already clamp their output to a maximum level of water per citizen.

The costs and income rates have been carefully balanced to give the game what we feel is the right level of challenge and make Nanite scarcity a real issue that constrains the growth of the colony.

Having said that, it's certainly possible that some of the building costs are too high right now, and we can look at tuning them further as we get into additional tuning passes over the next week.


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Paul Tozour
Reputable Member
Joined: 12 months  ago
Posts: 270
17/04/2017 5:53 pm  

We took another look at this, and decided that although the electricity cost for these was appropriate, the Nanite cost for all storage buildings was a bit too high.  We'll be updating this in the next build sometime in the next few weeks.


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LadyAquanine735
Trusted Member
Joined: 7 months  ago
Posts: 99
21/04/2017 1:50 am  

We took another look at this, and decided that although the electricity cost for these was appropriate, the Nanite cost for all storage buildings was a bit too high.  We'll be updating this in the next build sometime in the next few weeks.

Thank you so much!  I'll start up a sandbox map and take a look at the improvements you've made ;). 

Heya -- Nope, Nanites aren't stored in their processing plants, and Water Pumps already clamp their output to a maximum level of water per citizen.

Okay, I was a bit confused because early in the game, when storage filled up to capacity, I couldn't keep producing nanites, whereas in later updates, I could keep on making nanites, despite the storage problems.  That made me think that you guys had set it up so the nanites would be stored elsewhere.  My only hint for the nanites still being stored in the storage buildings was one time I got a choice of mission rewards, and I couldn't pick up the nanites I wanted because of lack of storage room (and this was after the updates). 


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