Architect Archive
Thread: Next Question Number 4... I must decide one by sunday...
5 days is just an example, could be 7 or even 10 - the point is - to make it more difficult and a hastle tothose that havestatic and crossserver lots and to force harvesters/factories to be REDEEDed....
Here is an issue I would like to see raised in the weekly questions at some point (although i am good with the furniture question this time around):
Are the solar generators working as intended? There are currently 3 types of generators, Wind, Solar, and Fusion, which appear to roughly correlate with light, medium, and heavy harvesters. Solar harvesters however, harvest with a lower BER than wind generators, and solar power consistently has a PE of less than 500, making it of equal value to wind energy. As a result solar generators are completely useless.
There are several easy ways to fix this, either raise the BER of solar generators or raise the PE of solar power. Possibly the PE of solar power could have a very wide variance. Some shifts it would be below 500, others it would be over 900. This could create an interesting in game experience as players have to decide which is their best power option from one shift to another.
That's the point - everyone should be on an equal footing