Interesting facts about upcoming production system
Hello!
We are continuing working on new inventory and production system which will be implemented in the next update. Let's talk about what we are working on.
Currently new inventory already done. All storages remade. Some storages is able to store several types of resources at once.
Also, we found an interesting issue which we didn't saw in other games due lack of some realistic aspects which exist in CC.
Since we have the next features: 1. Possibility to salvage debris of destroyed module 2. Repairing of module requires specific resources of this module 3. Recipe of module consist from several different parts 4. Module can be disassembled in order to get resources back
In combination, turned out that if you have a damaged module, it is more profitable just to destroy the module and collect its debris, instead of repair it.
Let's take an example:
For example we have a module, it have maximum 100 HP and its recipe consist of 10 "Steel plates". Now someone damaged a module and now it have 20\100 HP. Apparently, if we want to repair a module, we should spent 8 Steel plates from our inventory. But there is an issue, if we will just destroy this damaged module, it will generate some debris which will contain its recipe (10 steel plates). So we can salvage its debris, collect 10 steel plates and construct brand new module without spent any single additional steel plate.
Of course it could be solved if repairing will not require parts (just energy) but we like an idea when repairing requires parts, so this is not a good solution.
Also we could generate debris each time when module receive damage, but it will spawn a lot of additional objects which definitely will conflict with physics, especially if there is no free space around.
This issue existed in previous version of the game, and turned out that it will not be fixed in the new version of the game without some kind of solution
Solution
So we are came up to the realistic and interesting solution. There will be two type of parts, such as "Steel plates" and "Broken steel plates".
So, if our module damaged and it have 20\100 HP, it will contain inside 2 normal steel plates and 8 damaged steel plates. Which is quite realistic, imagine all of these ripped and bended hull elements.
If we want to repair this module, we need to extract damaged steel plates first, after that replace it with 8 new steel plates items from an inventory. After that, 8 damaged steel plates can be delivered to the refinery and turned into normal steel plates.
Issue with "it is cheaper to destroy a module" also fixed. If you will decide to destroy a module (not repair it), from the debris you will collect just 10 "broken steel plates" which is unusable for construction. So if you want to build a new module, you should spent 10 steel plates, but repairing will require just 8 steel plates. So repairing is better. Besides that, repairing requires less energy than construction + energy and fuel for salvaging.
In our opinion, it is very interesting feature. This new system will be implemented in the next update.
Thanks for your patience!
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