Increase crane capacity in Tech Tree
The limit of 15 p/m with a crane is not inline with the upgrade to 120p/m or even 240p/m speed. That means we need to place more buildings and harvester pads. Just make it in the late tech tree from 15p/m to 30p/m and lastly 60p/m
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10 Apr
Thomas Giles (tapgiles)Highlighted comment
Yes, I was surprised there was no speed upgrade for cranes. Though I guess this makes the large building versions necessary. -
09 Apr
ChronoTactIX"The factory must grow!" I really enjoy the fact that buildings have limit caps via the cranes. It forces you to expand your build, not just make a singular "super building" to do everything. There is plenty of space provided, and this would remove a significant part of the "puzzle" in the game. The current solution not only makes you consider your builds for MORE buildings, but also forces you to consider large variants (as applicable).
I feel the current balance is spot on. -
12 Apr
FimbultyrYes i thought it was a bug or i missed an upgrade path.
It is really annoying to have this slows cranes in late game when your factories are at tech 3 and you need 4 cranes to cope one. -
13 Apr
themightygugiI think there should either be a crane speed upgrade or the Larger Version of operators need to have 24 cranes instead of the current 22. With the current setup, there is no way to fully consume three 240 speed belts to produce for example yellow cores. I end up with two fully saturated buildings and then one that gets the trickle that is remaining on the belt of the first two grabbed what they needed.
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22 Apr
ScottHard no on this one.
Buildings already have extremely high throughput at maximum cranes. Quadrupling their output would let you supply an entire late-game factory with a single instance of most buildings, ruining the game's visual design and upending the late-game balance.
Also, the argument that crane speed "is not inline with the upgrade to 120p/m or even 240p/m" doesn't hold up at all. Most buildings take at least 16 cranes, meaning that early buildings at least quadruple their potential output by the endgame, same as everything else. -
09 May
Tegirthe part that bugs ne the most is that the building size isnt related to the multiples of cranes it needs. at first all the buildings are the same size, but later on they arent. so having a building that takes 7 or 5 cranes per batch should mesh with how many cranes you can put on the building. why 22 when you need 24 for 4 sets, so you waste that capacity. or the one that uses 75/m but everything else is multiples of 30. i think im the only person that doesnt put all the buildings in a row and doesnt waste 2 sides?
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09 May
SyntwayneSpoiler Alert!
It is however inline with the larger buildings, there is no need to scale up two times by factor two in order to adress higher input by factor two.
That said i agree with the notion that the ratios are just off. You place more buildings just because you are not incentivised to use all crane slots because that would mess up the input ratios. If the production of i.e. three inputs is entangled they get clogged if one piles up two much. You can say that it is part of the puzzling but i think puzzling should focus on the blocks (which it does very well) and not the logistics.
On the macro aspect one has to consider that the requirements for the monuments go down in volume which fits well with even constant cranes slots tier upwards. I was even surprised how small the factory required is for feeding the golden monument.
TLDR: With Tegir on the ratio thing and with Chrono on the macro aspect but amount of crane slots should be adjusted to what needs to be fed.