Thoughts on Devilstrand?

Started by REMworlder, October 05, 2014, 01:35:41 PM

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thestalkinghead

Quote from: REMworlder on October 06, 2014, 05:21:51 PM
QuoteCotton should definitely be worth less than the goods you make of it.

Yeah, I think both cotton pants and shirts sell in the low 20s. The cost of the cotton used to make clothing is approximately 100 (2*50), so it's better to just sell plain cotton.

The same's even more true for devilstrand, which sells in the low 80s. The cost of material for that is roughly 1000 (20*50). Even if you plan on using devilstrand to make your own protective clothing, you're throwing away around 900 gold every time you do so. IIRC you could buy at least two articles of Devilstrand clothing at that price (not to mention raid loot).


so basically farming is still the best (non violent) way of making money, that kinda sucks, i feel like manufacturing things that need research should be more profitable than basic things you start off with

FMK

Devilstrand is definitely worthwhile if you have a small colony, since not only does it not require constant harvesting, but also 1/10th the amount of hauling that cotton of an equal value would take.

Just plant a large enough area, and eventually you have enough devilstrand for 60k silver, without constantly tying up your growers and haulers with cotton.

stefanstr

Yeah, this is not the main point of the topic, but shirts/hats/etc. should sell for more than the materials they have been made from. I have noticed it today and I don't like it.

thestalkinghead

Quote from: stefanstr on October 06, 2014, 06:43:56 PM
Yeah, this is not the main point of the topic, but shirts/hats/etc. should sell for more than the materials they have been made from. I have noticed it today and I don't like it.

i agree, going slightly off topic, i think you should be able to buy raw materials (everything eventually) then manufacture them into something and still make a profit, let alone making the raw materials yourself

Varnhagen

It was probably a conscious decision on the devs part. I'd be interested in the reasoning.

keylocke

i think it's 'coz the final product (apparel) can just be looted off corpses, while the raw mushroom itself takes ages to grow.

Drahkon

Hmm.. one possible explanation is that the raw devilstrand has more profitable uses than the clothing we currently can use it for which keeps it's price high while the clothing itself has better or cheaper alternatives to compete with.  Or the traders aren't afraid of being scuzzy to stranded rimworlders with extra clothing to sell.

ShadowTani

Well, if the clothes took only 10 pieces of fabric to make, then the price for the raw fabrics and clothes would at least be comparable. So if anything where to be changed, I'd prefer that to be changed first.

Tynan

I'm gonna change price calculations in A8 to make more reasonable prices for apparel.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

RawCode

As long as player allowed to get best armor\weapon in game by single m24 shot balance of devilstrand is not main issue.

Player allowed to farm food only and never trade, but still can get best armor and weapons in game from loot.
In case of augmented raiders (not yet implemented but perfectly possible in next versions) - able to get them alive and cut bionic parts for his personal use.

ammo for weapons and armor degradation will fix issue (NOTE: there is no reason to implement both ammo and degradation for weapons, just as no reason to implement different types of ammo for same weapon or "personal" ammo for each weapon)

player will be allowed to get power armor (in very poor condition as long as raider not killed by single headshot) and powerful weapon.
But this wont allow player to constantly use such items, since powerful weapons require lots of ammo and armor require lots of hitech component for repair.

Such situation will force player to conserve ammo ever for basic guns and use melee weapons or neolitic "guns" for hunting and easy threats.
This will make system challenging "by design" since player forced to make decisions that may have effects much later.

stefanstr

Armor degradation is an intriguing idea but I don't think this thread is the right place to discuss it. Maybe you could start a new suggestion thread to see if other people like it?

Panzer

Btw, I noticed rich soil now shortens the growth time of stuff, reducing the growth time of devilstrand from 45 days to around 37 days.

milon

Growth time (of anything) depends on fertility.  Rich Soil plants grow faster because it has higher fertility.  Hydroponics has the highest fertility, so things grow even faster.  I think the wiki has details on this.

Panzer

When was the soil system introduced? Didnt notice it before alpha 7

stefanstr

Quote from: Panzer on October 15, 2014, 05:46:03 AM
When was the soil system introduced? Didnt notice it before alpha 7

I have joined at Alpha 6 and it was already there.