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So in my py season 3 save, I opened my bitumen seep and was met with 895 MILLION tar. That's enough tar to pump tar for 103 days straight of gametime lol. Granted, with a higher tier pump, not quite as long, but even then, its many many hundreds of hours, and a good chance that you'll never deplete it for the rest of the game. This is a bummer! An entire mechanic of "drilling fluid tier matters" is basically useless because of how powerful bitumen seeps are right now.
My thought is
1.) Cut the output so that the initial random range is closer to 8-32 Million tar/oil/gas (obviously numbers can be balanced, this is just an initial idea). That gives you a minimum of 22 hours, maximum of 88 (at default speed t1 building). (Lets also remember productivity bonus is already +40% by the time you're in green sci, so you'll get closer to 12-48 million actual results).
2.) Add a scripted event for when the tar/oil/gas is depleted, it triggers an alert. "Seep requires re-drilling". Basically it replaces the tar/gas/oil with a new bitumen seep that is locked into that type of fluid, but needs drilling fluid again. So this gives you an opportunity to upgrade your building and/or drilling fluid to higher tiers. Basically you could keep your tar extractor there, this time with drilling fluid mk2, and this time you'll get 16-64M tar (or more, if point #4 is implemented)
3.) You can tweak how many times this can be repeated. I would put the ideal max somewhere around 3 or 4 total times, so 2 or 3 "restarts" after the initial pop.
4.) You could add some intrigue by making the second time take 2 or 3 or 4x the drilling fluid, but the total output is greater this time (representing drilling deeper into the earth). So you need 3x the drilling fluid but get 2x the output (for the same tier of building/drilling fluid, those bonuses would mutliply on top of this as usual). And then maybe the third time is 9x the drilling fluid for 3x the output.
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So in my py season 3 save, I opened my bitumen seep and was met with 895 MILLION tar. That's enough tar to pump tar for 103 days straight of gametime lol. Granted, with a higher tier pump, not quite as long, but even then, its many many hundreds of hours, and a good chance that you'll never deplete it for the rest of the game. This is a bummer! An entire mechanic of "drilling fluid tier matters" is basically useless because of how powerful bitumen seeps are right now.
My thought is
1.) Cut the output so that the initial random range is closer to 8-32 Million tar/oil/gas (obviously numbers can be balanced, this is just an initial idea). That gives you a minimum of 22 hours, maximum of 88 (at default speed t1 building). (Lets also remember productivity bonus is already +40% by the time you're in green sci, so you'll get closer to 12-48 million actual results).
2.) Add a scripted event for when the tar/oil/gas is depleted, it triggers an alert. "Seep requires re-drilling". Basically it replaces the tar/gas/oil with a new bitumen seep that is locked into that type of fluid, but needs drilling fluid again. So this gives you an opportunity to upgrade your building and/or drilling fluid to higher tiers. Basically you could keep your tar extractor there, this time with drilling fluid mk2, and this time you'll get 16-64M tar (or more, if point #4 is implemented)
3.) You can tweak how many times this can be repeated. I would put the ideal max somewhere around 3 or 4 total times, so 2 or 3 "restarts" after the initial pop.
4.) You could add some intrigue by making the second time take 2 or 3 or 4x the drilling fluid, but the total output is greater this time (representing drilling deeper into the earth). So you need 3x the drilling fluid but get 2x the output (for the same tier of building/drilling fluid, those bonuses would mutliply on top of this as usual). And then maybe the third time is 9x the drilling fluid for 3x the output.
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