Experimental sea base cost balance and further suggestions.
MalkContent
Join Date: 2012-10-05 Member: 161597Members, Reinforced - Shadow
Currently my main woe is that the 90° curved segments cost the same as a T segment, but the T segment has the benefit of offering an upgrade slot (window/reinforcement) and can support sea base parts on top of it (the 90° segment seems to be unique in not being capable of that).
I suggest pricing the segments titanium cost as 1+numberOfAccessSides, so straight and curved segments would cost 3 titanium, T segments 4 and cross segments 5.
Even if unused, the access sides of a segment offer additional space, which justifies the additional cost.
A comment on segment building in general: Why not start off with a "no access points" segment, which you manually add access sides to. This shrinks the number of buildable parts by getting rid of straight, T and cross segments (I suppose curved segments are kind of special, so I guess no dice there). It also allows for strictly vertical shafts or single access point segments (which could house a ladder or storage). And it makes the system seem more dynamic.
I suggest pricing the segments titanium cost as 1+numberOfAccessSides, so straight and curved segments would cost 3 titanium, T segments 4 and cross segments 5.
Even if unused, the access sides of a segment offer additional space, which justifies the additional cost.
A comment on segment building in general: Why not start off with a "no access points" segment, which you manually add access sides to. This shrinks the number of buildable parts by getting rid of straight, T and cross segments (I suppose curved segments are kind of special, so I guess no dice there). It also allows for strictly vertical shafts or single access point segments (which could house a ladder or storage). And it makes the system seem more dynamic.
Comments
My big complaint is that it'sall just a bit too small. Windows feel like they were made for kids, not adults (poor up-angle view), and there is almost no room to move around a ladder without hitting it or falling down it. You need a T or an X connection just to have enough space to comfortably install lockers by installing them in the alcoves.
I really like the idea of making the L segments cheaper, I'll run it by Charlie tomorrow.
One other thing I think would be great for base building and it ties in with a suggestion I made from a previous thread...
When you are in placement mode, after anchoring a ghost piece, always automatically bring up that last piece placed instead of making us go to the menu again please. In addition to that I would suggest that you change the control scheme where the scroll wheel cycles through the different types of corridor pieces on the fly (meaning right in front of you during placement attempt) and you use the "r" button to rotate them instead.
Overall great stuff on initial implementation, thanks for the hard work Dushan (and everyone else involved)! Glad you managed to keep the rats happy. :P Speaking of rodents, looking forward to the rooms...I kinda feel like a hamster running through all these tubes but joking aside, they really do look excellent and very fitting for a futuristic underwater base. Great fun to play around with.
Besides pricing the segments depending on access-slots, how about making segments with hard corners more costly in stability? Cause, y'know round is better vs pressure and the T and X segments come with obvious weakpoints