The issue
Some contracts are not worth the trouble and could use some work. This issue will be used the gather somewhat poorly balanced contracts and possible solutions.
Additional context
- Game version: v0.4.10
The issue
Some contracts are not worth the trouble and could use some work. This issue will be used the gather somewhat poorly balanced contracts and possible solutions.
Additional context
The general issue is the low throughput of the dock. The main culprit is travel time - 4 month currently. While the unloading takes 3 month with T1 modules and 1.5 month with top T3 modules. The result is that overall round trip period is 6-7 month.
First, it makes the effect of module upgrades senseless (twice energy, pops and maintenance consumption difference between T1 and top T3, while the throughput gain is just around 15%).
Second, the top throughput of a largest size 8 dock set on loose material is 180 * 8/6=240 units/month (with T3 modules, and 180*8/7=206 with T1), which is somewhat OK for importing stuff from world mines with all modules serving the purpose of import. But when it comes to contracts, it is way lower, since now only part of the modules work for import, as the other serve the purpose of export. For example, 1080 coal to 360 quartz contract. The rate of import in that case is just 60 quartz per month top. And by the time the need comes to get quartz by import, the consumption is already way over hundred(s), meaning at least 2 docks must be dedicated to such contract. Same issue with most of the contracts - u simply forced to spam duplicated docks for most of the contracts u use lategame.
Now to the solutions.
Yandersen gave a pretty thorough explanation so no need to go over that again. From my perspective I would like to see 3 things involving contracts:
Hm, dynamic contracts creation? Awesome idea,
but hard to implement - that will require some system for estimation of the values of the materials. So u select an item for left side, right side, hit "find a dealer" and get new contract created, with ratio automatically calculated by value estimation system. The new contract then added to the list of avail contracts to choose from.
Yes something like that, although i don't see why that would be hard. The values can be pre-determined. The calculation only needs to be done once and then recorded in the code. If you choose the item on the right and the item on the left and the number of modules the values would be pre-determined what each one should be
I agree with Yandersen's suggestions. I will add that it would be possible to make the size of the cargo compartments of the ship dependent on the receiving modules and make it equal to them, i.e. buffer modules have a size of 180/360/720, it is possible to make the cargo compartments the same, since these are buffer tanks and are intended for unloading the ship.
I calculated that my settlement needs about 1200 quartz per cycle, I'm afraid to imagine how many ships it takes, given that quartz is under contract :)
There is an awesome piece just came up to the dock throughput issue solution - ability to assign additional ships to the dock. Basically, this suggestion goes instead of the shortening the travel time - while one ship is in travel, the other one can dock and unload. With a limit of 3-4 ships per dock the haulers can drop by continuosly, thus not only solving the throughput issue alone, but also making the unloading speed of the modules really matter. Must add that some buff to the speed of modules still required so that top tier ones be able to unload the ship in less then a month term, otherwise they may be a bottleneck of the unloading pipeline (consider unavoidable docking animation time, when one ship departs while the next one approaches).
If I were the devs, I would rather make 'infinite island gameplay' more attractive first and more intuitive to setup than before investing time in rebalancing the contracts. According to my calculations, it's possible to run your island on one dock per input resource needed (crude oil here is the toughest one to keep it to just one). Tho I am invested in this game way above average, I try to judge this from an 'average' player's perspective: Like in many other games, beating the last bit out of a game only attracts like 5-10% of the players' base. This applies to running your islands purely on world map sources and conctracts atm. I've seen no content creator even try it and there only few people on social media channels posting about it. Reasons: A) you have plenty resources at least left at the world map, B) most players stop playing when having launched the rocket, C) 'infinite gameplay' is not rewarding, it's just building production lines you need for the rocket launch milestone, just more of those, D) it requires plenty of landfill/ terraforming to get space for approx. 10 docks and the needed infrastructure. Which to a player's judgement might not be possible on every map and/or too much effort to invest without any major change in gameplay.
What could be done to make 'infinite gameplay' more attractive? Punishing players, i.e. leaving them with total less resources to make them switch to contracts seems not a good option. Could be a possibility for Admiral difficulty. Option 1): when players switched to resource imports only, they could be granted a one-time award. Like a statue or something. Option 2:) Fullfilling this grants you access to additional/ new gameplay/content (maybe in conjunction with the planned space station tech tree content). TLDR: the effort to switch to infinite mode should be more rewarding and more attractive for a larger share of players' base. When that is fulfilled, a larger variety of contracts and/or changes to ship/ dock throughput seem reasonable.
One note is that a production planner such as Factorio Lab might be useful to the devs for balancing contracts. It might be hard to guess how valuable a certain item type really is when the production chains are so complex: in addition to the raw inputs, it should also consider worker count, maintenance costs, power, space required, etc. For example, while trading out diesel doesn't necessarily require that much crude oil, processing crude oil without having one product clog up the chain is a massive manpower, energy and maintenance sink.
I like the idea of having more gameplay past launching a rocket but a statue for switching to contracts? And what if you switch to contracts as soon as possible rather than when you use up all your resources on the island? I think that a better reward might be a new technology or a new building that is only unlocked after you launch so many rockets. something more tangible to look forward to.
I like the idea of having more gameplay past launching a rocket but a statue for switching to contracts? And what if you switch to contracts as soon as possible rather than when you use up all your resources on the island? I think that a better reward might be a new technology or a new building that is only unlocked after you launch so many rockets. something more tangible to look forward to.
I am not that crazy myself about playing a game just to unlock a statue as a reward. But it's a common reward, many players trying to achieve, also as a one-time 'evidence' of an achievement. However, it does not really matter if one switches to contracts before resources ran out on your island. In fact, depending on which map you're playing on, the resources can last thousands of ingame years. In the current state of the game you need at least 7-8 docks running contracts to have your islands depending solely on traded resources. That's more challenging than just keep on digging sand, iron and copper.
One of the big issues with contract balancing as mentioned previously is that you have to pay so much diesel simply to power the ship that it dramatically decreases the worthwhileness of many of the contracts. While ships could simply be made cheaper to fuel, another thought I had is that -- much like real life -- ships could be run off alternate fuel sources, like low-quality bunker fuel (fuel oil) residues from refining. It would naturally require additions to the tech tree / production system, but it might be an interesting approach.
Alternately, perhaps in the late-game we could make nuclear ships (I wish)...
Is someone still looking at this? I think having a text file with all the options for the game would be very good for this. Let us change the options and report back. At least until final release. This would make it much easier to figure out the proper balance for the game. We can help test this game if you provide something like this.