View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028212 | Heart Of The Machine | Suggestion | May 18, 2024 7:29 pm | May 22, 2024 12:21 am | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.506 More Fixes | ||||
Fixed in Version | 0.513 Electric Handbook | ||||
Summary | 0028212: Explain More: Subnets | ||||
Description | I have no idea how subnets work. It took me a little while to figure out that you needed to put all your buldings of certain types (e.g., refinery, gathers) in a single subnet to maximize the impact of helper buildings. | ||||
Tags | No tags attached. | ||||
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Again, no snark: this seems like part of playing the game. The simple answer is that any buildings that are a certain closeness together and not blocked by roads form a subnet. I could interrupt them with a handbook entry, or I could sneak that in as a handbook entry that is not in their face, but I'm not sure if that has value. When you're placing a building, it links up with whatever subnet it will be part of, or it links to the nearest network emitter. Using subnets, you can actually safely go out of the range of a network tower and still have network coverage -- but if things die in the middle, a bunch of stuff stops functioning. Things along those lines are not something that it seems wise to just tell the player, as figuring out all the nuances of placement, and noticing patterns, is meant to be part of the fun. There's definitely a line where on one side things are just frustratingly obtuse. But for most purposes in chapter one, especially after the resource buffs, I can't imagine that you really need to understand how subnets work. It's meant to be the sort of feature that you kind of realize is even there over time. When a game over-explains itself to players, that can really be a bad thing. They're then just following the exact optimizations the game told them to do, versus figuring anything more direct out for themselves. In citybuilders, there are much more important mechanics that are routinely less explained. Common example: Your lumber yard is 5m too far from your warehouse, and your whole productivity goes down, and you have to spend a while figuring out what is up with your lumber production. HotM doesn't have anything remotely that obtuse in its citybuilding parts. |
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Okay, between the two of us I think we got this. |
Date Modified | Username | Field | Change |
---|---|---|---|
May 18, 2024 7:29 pm | ptarth | New Issue | |
May 19, 2024 4:54 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 19, 2024 4:54 pm | Chris_McElligottPark | Status | new => feedback |
May 19, 2024 4:54 pm | Chris_McElligottPark | Note Added: 0068332 | |
May 22, 2024 12:21 am | Chris_McElligottPark | Status | feedback => resolved |
May 22, 2024 12:21 am | Chris_McElligottPark | Resolution | open => fixed |
May 22, 2024 12:21 am | Chris_McElligottPark | Fixed in Version | => 0.513 Electric Handbook |
May 22, 2024 12:21 am | Chris_McElligottPark | Note Added: 0068483 |