ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
can we just fit in this nice piece of DLC engine somewhere between T1 engine and T6 engine as far as the default + autodesign + autoupgrade logic goes?
Every game, you have to manually redesign every design with the engine, although it is
No, because there is a use for Ramscoop engines even after unlocking antimatter engine, if you stack them. Because it has special effect it whould be wrong to mark it obsolete after reaching t2+ engines.
autodesign/autoupgrade ALWAYS suggests the "best" "white" engine available
that's eithet T0, T1 or T5ish.
autodesign/autoupgrade currently IGNORES existence of salvaged rampascoop.
my proposal:
put rampascoop at least over T1, probably also over T5, because it is still better, yes we get it, balancing team was asleep again.
Sublustris wrote:
No, because there is a use for Ramscoop engines even after unlocking antimatter engine, if you stack them. Because it has special effect it whould be wrong to mark it obsolete after reaching t2+ engines.
You saying NO to making it better than T1, because it is actually even better than antimatter does not make sense to me.
Strategic modules aren't part of autoupgrade path not just because they require strategic resources, but because they apply secondary special effects, that might be useful even when main stat (movement distance for engines) is lower then in higher tier module counterpart. Ramscoop have special effect, so it still can be usefull even when you have engines with higher base speed.
Let's say we do it your way, and make it as an autoupgrade from Basic Warp Drive, that later will be upgraded to Accelerated Warp Drive.
I'll consider two cases for 4ms (movement speed) Horatio scout.
Case a): Scout with one engine.
And autoupgrade it as we unlock better engines:
1. String Gravitics Engine will yield 6ms ship
2. Upgrade to Basic Warp Drive will lead to 7ms ship
3. Upgrade to Scavanged Ramscoop will lead to 7ms ship that travels to 8.75 distance
4. Upgrade to Accelerated Warp Drive will lead to 9ms ship
Everything seems fine and in line with your proposal.
Now consider case b): Scout with two engine modules.
1. Two String Gravitics Engines will yield 8ms ship
2. Upgrade to two Basic Warp Drives will lead to 10ms ship
3. Upgrade to two Scavanged Ramscoops will lead to 10ms ship that travels to 15 distance
4. Upgrade to two Accelerated Warp Drives will lead to 14 ms ship
As you can see, in last case with just nerfed the distance scout can travel with last autoupgrade. Even one Scavanged Ramscoop + one Accelerated Warp Drive whould be better, because we would have 12ms ship traveling to 15 distance.
My argument is that module should be autoupgraded only if ending result is always better, no matter the resource production cost. As such, existing modules that are presently part of autoupgrade logic follow this rule. Scavanged Ramscoop falls out of the line.
I would take A, simply for the fact that I hardly ever reach Accelerated Warp Drives at all, so the part in "deciding between warp and ramps" would only happen in 1% of the games, while upgrading from T1 to ramps is more of a 100% occurence. There is just no reason not to.
I guess 99% of your games aren't representative of 100% everyone's games. I can imagine reaching T4 science is quite common, at least in single-player games.
I just hate wasting time with this over and over and made the suggestion.
I understand your counterargument and perhaps there is a middile ground inviting discussion over this particular mod.
For example:
Why is the scavenged rampascoop only reasonable option for the academy quest, and why a tool so strong is simply given players for an overly simple task in such an early point in the game close to completely negating any possible advantage from hyperium drives.
I've never had the habit of using the auto upgrade/design. I probably should though.
Not that its a better choice - its not - but the Probe Microfactories do *mathematically* become useful once you slot 3 probes (2 Hyperium; 1 Microfactory). That's pretty fringe though, especially when compared to the broad and lasting usefullness of the Salvaged Ramscoop. The developers should have included a probe within the Probe Microfactory.
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