Playtime:
1216 minutes
It's got potential (and it's really pretty), but the gameplay doesn't seem very well thought out, and the QoL needs are... incredibly severe.
As it stands today in the current version:
- All the storages default to accept anything in all slots... which means you're going to get deadlocks if you use them for more than one thing.
- ... Unless you customize and lock every slot, which takes an incredible number of clicks: you have to open "advanced" mode (there's no hotkey for this; go click) and then click the slot, and then search for the name of the item (no picture attached) (and it's not alphabetically sorted, or sorted in any way at all, and no there's no text search mode), click that, and then (you're still not done!) make sure you lock all the other slots (you don't want to know how many more clicks).
- And you DO want to set filters on your storages, because if you use the copy-paste feature on factories at all, it's very very easy to accidentally route the wrong materials to the wrong targets, and they're you're stuck doing annoyingly manual cleanup.
- Backpressure is just generally insane. There's huge buffers in everything by default. So if one resource is consumed by more than one kind of downstream user, and you want to balance them, you're gonna spend a lot of time locking slots.
- Did I mention there's no balancing splitter concept? Huh. Welp. Get fucked, I guess.
- The output rate of storage buildings is severely limited. The ratio of storage-to-factory is between about 3 and 8, depending on the factory recipe's hunger. So if you wanted to use storage modules as hubs to simplify your logistics connection graph (and you WILL want to do that, because otherwise the connection graph is very hard to read, and very very very hard to refactor)... well, it's actually a really bad idea, because you'll artificially induce serious throughput limits.
- There's no other sane routing hub option in the game either.
- You unlock freighter hubs after a few levels. _They have the same incredibly low throughput limits._ This throughput limit is so low that you'll already totally saturate it by the instant you've built it.
- And this is not like factorio, in that you can't "run another belt". There's just absolutely nothing sensible you can do to increase the throughput without increasing the logistical complexity. The only thing you can do is add more storages (which increases the already excessive buffer sizes), and then DEAL WITH THE EXPONENTIALLY MORE CONNECTION SETUP CLICKS to connect everything in a mesh.
- When you build freighters? Once they're in motion, if you want to reprogram them? CATCH UP TO THEM. There's no overview menu showing your freighter roster.
- Want to use those docks for more than one type of resource? You can, sorta. With an incredible amount of clicking to set up all the slot locking. But then you'll probably want to set up the slot locks on the freighters bound to the dock, too. And also you'll need to remember to set ALL freighters sharing that dock to not have the (default infinite!) wait for full unloading, or they'll jam all ONE dock slot that a dock has. And even then? It's gonna give you a warning about blocked freighters, even when they will time out and continue their loop momentarily. So basically, don't bother: this, AND the fact the output limit applies on docks too means using one dock to do more than one thing would be an incredibly stupid choice. (So why is there these mountains of UI that make it so hard to tell the dock to have exactly one job? Hm, good question.)
- Actually, about freighters and backpressure. You're *always* going to get that warning about stuck freighters. Even when they're doing backpressure correctly, with a single resource, and you're not consuming it, so it's *correct* for the freighter to wait in the dock. It's the same warning as if you've got a deadlock because of multiple resources. Cool. Good UI. (Not.)
- At no point can you easily see what's overstocked or understocked. You'll have to go through every storage and look yourself. So I hope you kept them clearly organized! (Despite all the UI defaults making that so very hard to do!)
- Remember that throughput rate I already complained about several times? If you upgrade storages and docks, it goes up... by about 50%. While your slot size goes up by 3x. This should be basically flipped, lol.
- Meanwhile if you upgrade factories, none of these throughput rates go up. So you can upgrade things without... getting any result. Because everything will constantly be bottlenecked on the throughput rates.
- There's a tech upgrade for the speed in which things move through your connector tubes! Wow! That's what I was looking for! ... Nope, no, sorry, it's not. It decreases latency of things, yeah, but **it still doesn't change throughput**. Throughput is STILL locked at the same fixed output rate per building. (Is this nuts?! Yes, it's nuts! Devs: have you playtested this *at all*?? This makes *no sense*.)
- If you lock slots on a storage so that factories don't push too much into it, can you then manually drag your *player* inventory into it, to unload when you accidentally picked up junk (as you regularly do, from deconstructing things)? NO, of course not, that would make too much sense. (I have seen zero other games make such a basic, player-hostile mistake. Devs, seriously, do you playtest this? At all? Ever? Even once? I'm so confused. This makes inventory management a pain within the first hour of play and it never seems to go away later, either.)
Basically the core gameplay seems like it's all about logistics, but then all of the game logic design and all of the UI design is aligned to make the easiest thing to do be the stupidest thing to do. And every choice that helps you scale in throughput causes you to scale up in complexity in the worst imaginable ways. Every part of the design works in almost opposition to the goal.
I love the conceptual direction, but I think the design team needs to seriously sit down and think about what logistics are, and then redesign damn near everything here. And to the dev team: if anyone on the team doing that review doesn't know what the word "backpressure" means,.... Man. Go read some wikipedia. Go play some factorio. Meditate on those. You can't be doing a logistics game without having a concept of backpressure and deadlocks and giving your players some reasonable ways to build systems that don't get wedged.
👍 : 62 |
😃 : 1