Pollution revamp visions: Difference between revisions

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Dvdmandt (talk | contribs)
Created page and added my vision for pollution
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0lafe (talk | contribs)
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Please add a description of your vision for what you want pollution to be. These are not considered final, but rather something we can vote on to get a direction on where we want to be heading with this revamp.
Please add a description of your vision for what you want pollution to be. These are not considered final, but rather something we can vote on to get a direction on where we want to be heading with this revamp.

==Lafe's vision==

===Pollution issues atm===

as of now, imho, pollution fails in two regards. on one had, the detriments it offers are horrible gameplay wise. the only tangible detriment is the crop destruction, but as crops don't produce pollution, you can always keep the two separate. on the other hand, the removal mechanics we have are pretty awful. the single block GT++ scrubbers are by far the best option for all tiers.

===solutions===

i think we could make pollution a lot more fun by changing the focus on the downsides from primarily the player, to primarily the players constructs. lower generator efficiencies, reduce processing speed, decrease time between maintenance issues, etc. focusing more on the large infra the player creates, not only creates a neat loop of needing to possibly generate more pollution in order to remove any, but also gives a more sizable detriment. the player themselves might not enjoy being blinded, or given nausea, but it doesn't harm your progression very much. in fact, in my opinion, it's more of a visual annoyance rather than a motivation to reduce pollution. if your machines are impacted instead of you, there's now a much larger, less easy to avoid problem. this will ensure that pollution is an effective mechanic, and dealing with it won't just be ideal, but borderline mandatory

on the reduction side, we probably don't want to keep relying on shitty single blocks for all removal. it would be nice to see the multi block scrubber given some love. possibly filtering more pollution with higher voltages, or different tiers of filters. this also gives the cool outputs we can give players from recycling the dirty filters. id suggest removing the EV+ scrubbers, and reducing the speeds on LV-HV to really only effectively work pre moon tiers. this gives a nice scaling unique infra setup to handle pollution, some possibly useful byproducts, and overall a better pollution handling system


===TL;DR=== potion effects aren't great detriments for large scale machinery. mess with the players setups more, and ask more of them to reduce that. in contrast, give a little benefit from processing the polluted filters to give some benefit to the whole process



==DvDmanDT's vision - Make pollution control possible and beneficial, but not game breaking if neglected==
==DvDmanDT's vision - Make pollution control possible and beneficial, but not game breaking if neglected==