![]() I agree with you that the bot system is overwhelmingly overpowered no brainer which destroys the most interesting part of the game, but unfortunately huge megabases are very famous and whole game development has been made prioritizing possibility of huge bot bases (many interesting ideas have been rejected because they would decrease production of extreme megabases). The challenges opened up by these kinds of ideas are really fun! What if our logistic/construction bots were GROUND based? What if they were kinda big and clunky, and you had to make kind of a road network for them so they could get everywhere? What if there could be congestion here? Maybe they can only drive on paved surfaces? Ideally you'd want them to behave more organically and push each other away, but that would change their pathing drastically.Īnother idea is inspired by this fantastic mod: Maybe just the bots slowing down based on how many other bots are on top of them. ![]() Add a congestion mechanism of some sort. And they'd still be good at all the low-throughput stuff like your mall. This would make bots infeasible for high-throughput tasks, unless you parallelize using multiple chests or something clever. ![]() Rate limit bots visiting a chest at 1 visit per second, scaling with bot speed. ![]() I think the single most broken thing is how you can get infinite throughput to/from a single chest. Bots are amazing and give you so much power, but they take puzzles away and they are too simple to use. ![]()
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