Deep drill is pretty annoying

Started by enragedcamel, June 01, 2017, 02:45:19 PM

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corestandeven

Not having a go at Bozobub, who wasnt rude at all in his answer and made it clear he wasnt bothered either way, but it just seems that "there are already mods" is becoming the standard answer on this forum for suggestions. If the devs also share this sentiment then the forum shouldnt bother with having suggestions any more, and just have everything addressed by mods. I'm not keen on always having to revert to mods to sort out core game issues. Firstly most mods introduce additional things/changes you dont want. Secondly, they sometimes have unintended consequences. For example I had 8 mods I used for A16, none of which involved the cavaran system in any shape or form, but after spending 4 hours with my colony when it came to creating my first caravan the whole system was broken - I was unable to create caravans at all. I still dont know which mod would have caused it.

In my humble opinion this is something that needs looking at by the devs. The late game is essentially about gathering enough resources (naming steel and uranium) to build the ship, but the game grinds to a near halt by some questionable and half baked game design choices. e.g. Have technology to scan below surface, but not seeing what is actually there, taking a chance by building a drill on a random area, but it is the wrong resouce so you have to dismantle drill, lose resources, then try again elsewhere. This makes the late game a chore rather than fun. I dont see why there cannot be higher technology levels that players can strive towards wherby you can either determine resources before drilling, and/or a mobile drill. Either would make this part of the game less dragged out, again in my opinion.

XenGrimm, although as said above I'm not keen on modding everything I'd be grateful for a list of mods you use for mining. I may check them out.

Jstank

Two changes I would like to see to deep drills

1. Deep drills take a lot to build, using something like 15 - 20 components and 200-300 steel
2. Deep drills now are packable and include a built in battery

To use the deep drill install it at the base adjacent a power source and let it charge up. Then bring the deep drill out to the site and let it run untill it runs out of batteries. If it runs out you can always hull a charged battery out to the site to power it  up.
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

RimworldOx

I like it how it is. Its fun not knowing what resource you hit. I just build 3 or 4 drills at a time, and put a wood burning power output near them, disconnected from my main grid if needed. Once the resource is gone, I move to the next, its fun.

If managing things is not your thing/micromanagement then Rimworld may not be your game rofl

Bozobub

Quote from: RimworldOx on June 04, 2017, 05:45:57 PM
I like it how it is. Its fun not knowing what resource you hit. I just build 3 or 4 drills at a time, and put a wood burning power output near them, disconnected from my main grid if needed. Once the resource is gone, I move to the next, its fun.

If managing things is not your thing/micromanagement then Rimworld may not be your game rofl
I cover my map with little turret "clusters" (4 separated by a "+" of granite, usually) anyway, so the extra wiring isn't a biggie ;D .  The overlapping fields of fire are quite..."fun"...for hostiles.  It also bogs them for long periods of time — assuming they survive — giving me lots of prep flexibility.  Hell, much of the time they work best as little "claymores" (hence the "+" of granite - lol)...

Note:  I generally divide these fields of turrets "pillboxes" into switched quadrants; they aren't on all the time, although I can do so for very long periods on battery power.

I also end up with a VERY LARGE resource outlay, mind you; YMMV.  The deep drills are part-and-parcel of the strategy.
Thanks, belgord!

RimworldOx

Quote from: Bozobub on June 04, 2017, 06:05:49 PM
Quote from: RimworldOx on June 04, 2017, 05:45:57 PM
I like it how it is. Its fun not knowing what resource you hit. I just build 3 or 4 drills at a time, and put a wood burning power output near them, disconnected from my main grid if needed. Once the resource is gone, I move to the next, its fun.

If managing things is not your thing/micromanagement then Rimworld may not be your game rofl
I cover my map with little turret "clusters" (4 separated by a "+" of granite, usually) anyway, so the extra wiring isn't a biggie ;D .  The overlapping fields of fire are quite..."fun"...for hostiles.  It also bogs them for long periods of time — assuming they survive — giving me lots of prep flexibility.  Hell, much of the time they work best as little "claymores" (hence the "+" of granite - lol)...

Note:  I generally divide these fields of turrets "pillboxes" into switched quadrants; they aren't on all the time, although I can do so for very long periods on battery power.

I also end up with a VERY LARGE resource outlay, mind you; YMMV.  The deep drills are part-and-parcel of the strategy.

Oh wow, ive never thought of this, sounds like a great strat!

Cool

BoogieMan

Letting us move them after building them would solve a lot of issues with them. Just make them cost more, and you're done.

Wanderer_joins

If anything i'd like deep drill to drill chemfuel only.

Perq

#22
Quote from: RimworldOx on June 04, 2017, 05:45:57 PM
I like it how it is. Its fun not knowing what resource you hit. I just build 3 or 4 drills at a time, and put a wood burning power output near them, disconnected from my main grid if needed. Once the resource is gone, I move to the next, its fun.

If managing things is not your thing/micromanagement then Rimworld may not be your game rofl

RimWorld is about everything but micromanagement. :V Most things you do is setting the behavior of pawns who then act on their own. They even change clothes on their own. If we can get rid of pesky (and quite frankly, useless and meaningless) micromanagement and have same gameplay - why not?
I'd much rather have a single expensive drill instead of spamming small ones. Also, a single expensive drill would be far more valuable, which means that raiders would try and steal/destroy it - another cool gameplay mechanic. Maybe even hold an explosive expansion after getting deep drills? Dunno.

EDIT: Heck, when I think about it, you could even make it disassemble into smaller parts (say, shaft, motor, batteries and so on.. maybe even enable it to be powered by chemfuel?) that can be transported separate (otherwise drill is too heavy) and mine some remote location. When you are done, take it with you and continue. I mean, deep drills are a little overpowered as for now, and there is little that can happen to stop you from mining. Losing your very expensive drill you had to invest a ton for a better risk/reward scenario.
I'm nobody from nowhere who knows nothing about anything.
But you are still wrong.

Razzoriel

I won't mind a second drill which can be minified and carried around at a huge resource/research cost (3+ standard drills). Otherwise, what Hans said; rebuilding the drill is like repairing the drill bits and such.