Re: Mech or heavy mech version of the haulbot
if heavy mech, its industrial robot control 8...
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if heavy mech, its industrial robot control 8...
Damn, I was really hoping for a bigger cargo bot with the latest patch...
It kinda gave the shaft to industry players overall, actually.
we made it through beta with only the sequer (which had 60 U cargo for a long time, and Ores having twice the Volume until open beta)
we made it through beta with only the sequer (which had 60 U cargo for a long time, and Ores having twice the Volume until open beta)
Back in my day, not only was everything uphill, but our wheels were square.
if heavy mech, its industrial robot control 8...
If the game is all about specialisation, then why do transport bots need industrial robot control? Why not add a logistic robot control branch? As it is now, miners and harvesters have the advantage of being able to control transport bots for "free". This would give the opportunity to add both ideas (trailers & big hauler).
Why not add a logistic robot control branch?
+1 to this idea, took the words right out of my mouth.
its a good question, but what would be the benefit of a logistic extension?
btw, did someone notice that the basic and advanced robotics extension has "research" as secondary attribute. more logical would be "heavy industries". the bot extensions are very expensive for industrials because of that.
someone with a pure politic/economic attribute set almost can't afford to skill robots at all...
so if they add logistic robot control, it probably would have green/green attributes.
Being a freighter is an interesting role, and I like that there is a role of "freighter". However, upping the transportation capacity of the game will unify the markets further, making them more like one big market rather than several local markets, and there will be fewer people who are (part-time) freighters - you'd basically be taking from the newbie freighter pilots and giving to the oldbie freighter pilots.
I don't believe the game has saturated the freighting capacity of Sequers at its current population / level of econmic activity. If and when the game does saturate the freighting capacity of Sequers (where a Sequer can always find a player-economy job, not an NPC assignment, from anywhere to anywhere, and expect to make a profit above the current NPC assignments), then we should deal with it in a way that doesn't make Sequers obsolete.
For example, long pipes that require people to build them and defend them, and that only carry one specialty good (e.g. liquid materials, with special refined mats like "fluidized titan ore" that could ge refined back to the original nonfluidized version on the other end), and that don't go through teleporters. This would add new niches for builders and refiners and combatters and wouldn't compete with a Sequer roles of hauling manufactured goods or hauling through teleporters. A pipe would also create a local economic feature.
If that's too radical, a haul-bot that can't go through teleporters (or just inter or intra-island teleporters?) would still leave the Sequer a niche role. Another similar restriction might be a haul-bot that can't haul anything but (liquid?) materials, and only one material at a time.
It is almost no question whether or not more cargo capacity will be added. There are too many requests to simply skip these.
Your argument of big freighters taking away the possibilities away from newbies is similar to those of miners. The heavy miner bots can mine more and faster than a light bot ever can. In conclusion there shouldn't be any chance for newbies to make profit from mining. But as it turns out, there are chances simply because the demand is high enough.
A separate logistics branch would even allow to add a light transport bot with some 40U capacity. Only then you could increase the EP-requirements for the Sequer so that a freighter job has its advantages.
It simply depends on the market. As no one knows what the market needs / can support in the future, the industry and logistics branch should be split so future changes are easier to do.
Its 58,500 EP to go from Industrial 5 to 8, which is 40 days to drive a Riviter, assuming the transport is heavy too, start saving now and you'll be able to drive it when the next big content patch comes out in Feb.
Sorry to unearth this old thread but several things written here are pretty interesting.
Our game have now two haulers : the old Sequer (assault, 80u cargo) and its big brother Lithus (heavy mech, 240u).
You need to save your EP during more than one month to be able to drive a Lithus, assuming that you are already driving a Sequer. It's pretty long !
Perhaps an hauler of mech size is missing between Sequer and Lithus ?
Sorry to unearth this old thread but several things written here are pretty interesting.
Our game have now two haulers : the old Sequer (assault, 80u cargo) and its big brother Lithus (heavy mech, 240u).
You need to save your EP during more than one month to be able to drive a Lithus, assuming that you are already driving a Sequer. It's pretty long !
Perhaps an hauler of mech size is missing between Sequer and Lithus ?
so a mech hauler with 160U capacity seems to fit in there.
There's no light hauler though, so there's that pattern too.
Light - none
Assualt - Sequar
Mech - none
H Mech - Lithus
There's not a big enough step between a mech an assualt, the sequar would become useless, and the step up to a lithus wouldn't feel as epic.
Unlike going from an assualt to a mech for combat, where even if you can sit in mech your not going to be very good until you get advanced skills, with the transport, once you sit, you can use it.
Sure, I would use one, but I don't think it would be good for the game.
I agree with you that combat bots skills take a long time (EP-wise).
But sit in your transport robot is not enough to survive, specially in beta islands.
The main goal of a transport robot is to deliver your cargo.
You will probably find that a shield is a good way to protect yourself, at least from mobs.
Shields cost some EP to be familiar with
Also look at other industrial robots :
. miners roughly need one extension (efficient mining 5) from Argano to Termis.
. same thing for harvesters ? (efficient harvesting 5 from Laird to Gargoyle).
(I am not familiar with heavy mech but perhaps efficient mining/harvesting 5 is enough to stabilize a Riveler/Symbiont accumulator ?)
ok so its decided then then that haulers are fine as they are.
i agree, and already suggested something like this, more U to mk2 or introduce cargo expander modules
Cargo expanders would have to reduce both armour and speed and then fitting them would be worth less than just using a speed fit larger haulbot. Nice idea but not needed, just wanted.
Sequers should be good enough for smaller groups to move whatever they need to. It requires more runs for a mining operation but it makes getting the Lithus feel a lot more epic.
There's no light hauler though, so there's that pattern too.
Light - none
Assualt - Sequar
Mech - none
H Mech - LithusThere's not a big enough step between a mech an assualt, the sequar would become useless, and the step up to a lithus wouldn't feel as epic.
Unlike going from an assualt to a mech for combat, where even if you can sit in mech your not going to be very good until you get advanced skills, with the transport, once you sit, you can use it.
Sure, I would use one, but I don't think it would be good for the game.
and this is why the lithus became a heavy mech, and the Daidalos was shuffled to destroyer class.
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