Blast-Tier Suggestions

22 votes

I've seen a lot of suggestions on removing the blast system altogether. Instead, I'll propose some thoughts on what is frustrating and how one might resolve this.

This system comes in after a primary base is set up and overlaps with much of the existing framework, forcing a rebuild of the entire base for minimal gain and a vastly more complexity.

• Remove as much overlap as possible- each system having unique stuff, OR give players a choice of a high-output blast-industry direction vs a simpler, but less efficient basic option. If allowing an option, introduce both around the same time, making the pros/cons of each clear and enable all items to be created via either system.
• Blast systems need -much- more tooltip clarity on the consumption/output rates of things. It's not clear the rate of charge consumption, resource consumption, resource output once consumed, etc. That needs to be readily available
• Ease the complexity of charge input with player-chosen variable-speed inserters

Read by dev Suggested by: Uberlobster Upvoted: 10 Jul Comments: 0

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