Topic: Grind vs Boredom
There are some parts of the game where you keep to need your attention level up for extended periods of time. I was just wondering how much of taht is itentional obstacle setting and how much just plain old not having a handy implementation.
Now I sometimes drive into reds because I didn't see them. I dontt mean that my bots signal detection would have been to low. NPC just spend so muc time in my landmarks and radar that it takes some amount of cognitive effort so parse whether or not to worry about them. This can be lessened a bit by choosing route that doesn't go throught known places where reds are.
I was piloting someof my faster bots I ended up running into reds but the locking sound they make made me wake up enough to run away from them. It would have been a fair outcome if I woudl ahve lost the bot. But then it was formed into a huge step on whether or not my bot is fast enough to get locked and still escape. What I have been left wishign is that the sound up would come sooner. So suggestion: have a toggle on radar setting where anything red or agenty inside the set range causes a sound. This trigger need not be slaveable to other actions but just a simple heads up that something is happening now. Another method would be to have a range filter for NPC on the landmarks as there is now for teleports and terminals (why not in the same push enable it for all?).
Another thing is harvesting plants. I would so so want for there to be a sound effect when the next harvesting cycle would kill the plant. Noralgis is supposed to be the risky / need protection plant but to me it is aborderline infeasibillity because I lose so many nora plants to boredom. I would not mind my effective harvesting rate going down if my bot idles while I don't switch plant lock. But does it really have to kill the plant if I am not constantly watching?
Please improve attention control ques on the game.