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https://gtm.steamproxy.vip/ugc/5166011153098598/19D650A10667A6EFE4B3C7415557E89800E2BE4B/
Easier to calculate would be to make max 100 and each recipe cost fraction like 1 and 2.
I will think to simplify numbers while keeping it challenging.
I've anticipate using a couple of fusion reactors on such a planetoid by creating a blueprint with multiple storage of fusion fuel, polymer.
See my guide's Threshold-Fusion and Skill-Polymer sections.
The problem is that 5000 is actually 50000 because mining is done at 10 units each cycle, but the total amount is reduced by 1.
It's better to either decrease the deposit amount or increase the tank amount. Or at least make it so that the total amount decreases by 10, not 1, because it confuses the player.
Otherwise, the player has no incentive to look for new deposits, because one rich planetoid will be enough for all his possible needs. The only thing that may not be enough uranium to produce many tanks.
after approximately 25 hours of play time
https://gtm.steamproxy.vip/ugc/5166736105883620/DD8A2BAF0E9E8E3EC63571837985A3D6F135D734/
I think the player gets the panels too early, because it's a gamechanger
Do you guys have suggestions to balance better solar panels? I also don't want to overcomplicate the system.
What I have in mind:
1) having some stars and calculating the distance to the nearest star, so efficiency changes when you move
2) solar panels are not working if there is something directly on top, so you need big flat surface
3) solar panels require maintenance, due to space dust, cleaning etc
I can see #2 being the best option as unless people are willing to make a very large flat platform on their base this will limit their use to early game more only unless they become later tech.
Seeing how uranium rods are easy enough to gather in large amounts and this will encourage people to dock with more planetoids in early game to gather them until people unlock fusion as that can be something you can fuel on your own.
You could even add some asteroids after the first universe to have some uranium in them to require less work to fuel your nuclear reactors as you probably will still be using them for a time there.
Right now as long as power management doesn't become a major hassle that you constantly have to micromanage it by constantly mining planetoids in later game it shouldn't be too bad once you switch off the solar panels for other power solutions that you can automate.
My playstyle does not imply haste, if the fuel runs out, then I will rush to finish everything, and the game can really be completed in just a day, if you know exactly what to do.
I like option 3: maintenance. Let the now useless engineer do it. For him, the player will have to make all the panels accessible so that he can get to them. And the stars are just a small obstacle, like a shadow, because there is a lot of empty space. You can always make a huge roof.
There is also an idea that the panels should be bulky and expensive, and gold should be rare. But no one will force me to use uranium as fuel, unless a catcher chooses to catch it instead of gold.
I like the idea of giving the engineer something to do, though. That guy sits around eating our food and basically does something once every few hours. Let me have a few of them climbing around the terrifying gantries with our solar arrays.