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Poll

[Survey] VFE-Megacorp, a component dillema

  • Yes, add ultratech components 342
  • No, don't add ultratech components 79
  • 2023-09-21
  • 421 votes
{'title': '[Survey] VFE-Megacorp, a component dillema', 'choices': [{'text': 'Yes, add ultratech components', 'votes': 342}, {'text': "No, don't add ultratech components", 'votes': 79}], 'closes_at': None, 'created_at': datetime.datetime(2023, 9, 21, 11, 46, 21, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 421}

Content

Hello everyone. I have a quick survey for you which will help shape Vanilla Factions Expanded - Megacorps.

Currently, the game has following components:

Components - Miscellaneous gears, capacitors, circuit boards, tubes, wheels, sensors, wires, chips, processors, and other electronic and industrial parts. Necessary for assembling complex machines or electronics. Industrial machines use it.

Advanced components - Advanced computing and energy-directing machinery, miniaturized and hardened for the most demanding applications. Spacer-tech machines use it. You use it to craft powered armors etc. Currently, it's also used by Ultratech structures in Biotech DLC.

In Vanilla Factions Expanded - Mechanoids, we're also adding:

Mechanoid components - Very advanced processors and nano-calculators most often used in creation of mechanoid-tech on urbworld mechanoid swarm foundries. They are used specifically for automation structures as well as buildable droids.

The question is...

Should we add Ultratech components in Vanilla Factions Expanded - Ultratech?

Before you dive in to answer that, let me explain my reasoning and list out pros and cons I can see.

I'm always hesitant about adding new building materials. I think it's crucial that they have enough use. Adding a brand new component that's just usable in 5 recipes, I think, it a mistake. It means players rarely interact with it. Rarely craft it. Rarely need it. I wouldn't be coming to you with that question unless I knew that in this case, this is not an issue, as Ultratech adds at least 30 different buildings/weapons/armors that could use that component.

Furthermore, what I think I'd like to do, is patch existing ingame Ultratech structures to also use these components. This means that Biotech and Mechanoid tech items would require you to procure or craft ultratech components.TO CLARIFY: We would only patch base game things that require advanced components and are marked as ultratech. If something doesn't use advanced components, it will not be patched. I was informed a lot of Biotech stuff requires only industrial components - we wouldn't be touching those!

We would potentially also patch existing ultratech objects in other VE mods, if there are any.

Lets investigate pros and cons now.

Pros:

It's fitting that extremely advanced, peak-of-human-technology objects use a component that's more than 'advanced computing and energy-directing machinery'. It would be obtainable from traders, as well as craftable in late game.

It would add extra layer of depth to the ultratech era, as you would require a new resource than just standard components you use throughout Industrial and Spacer era.

It would allow us to better balance the speed at which you obtain ultratech things. Instead of requiring extraordinary amounts of advanced components, they'd require 1 or 2 ultratech components.

Megacorps quite literally adds dozens of ways these components could be used. Furthermore, they would of course be purchasable not just from traders, but also from the megacorps store.

I think it would be really cool.

As for the cons:

It will upset the current flow of the game, particularly when it comes to requiring those ultratech components for Biotech related constructions - this means that your standard spacer components just won't do, which means you will need to buy ultratech components before you interact with Biotech content.

It will add another craftable resource that you need to keep on top of in ultratech-stage of the game. Granted, at that point you will rarely use Industrial components.

It could potentially block you from expanding too fast if you can't craft them, and crafting them would require some late game research project and special structures that come from the mod.

Files

Comments

Luckybread

Personally the fact that Ultratech Components would block me off from Biotech content is by itself a no for me, I love that DLC and I would rather not have its content gated by a late game resource

Den9789

My only concern is how “rare” they would be especially in a heavy mod pack, you already have a crap ton of exotic stuff that’s is cycled thru so you rarely see it. If it is treated like regular and mechanoid components when buying from bulk, combat and exotic traders then it should be fine.

Zachery Gaskins

Would there be a challenge in having a switch that determines whether ultratech components are required in recipes, or making it at least feasible to have a mod that allows the choice we don't make above?

Wheatly Core

I had a question if there will be some ultratrch mechanoids? Also how will the empire stand against or with the megacorps? Or are they powerless against them?

Stijn Witsel

ultratech components in my opinion would fit the game quite alot, cause currently in the game we have: - simple mechanical/electrical things(requiring industrial components), - high tech stuff (requiring advanced components) - ultratech stuff (that requires just more advanced components) for me that last part is a bit akward now cause i can jump from high tech to ultratech by just hoarding more advanced components, which sometimes makes some high tech stuff trivial imho

Owain I Jones

I'm a little confused by the statement that Advanced Components are "also used by Ultratech structures in Biotech DLC" - because from what I can see, with the sole exception of the Mechband Dish, all the mechanitor, genetic modification, and deathresting buildings just take regular components, not advanced. I think this is for good reason to, it'd absolutely kill the pacing and progression of starting scenarios like The Mechanitor or Sanguophage if you needed advanced components, let alone a new, even higher tier resource. I voted "No" on the poll, not because I'm against the idea of Ultratech having a new kind of component for its own buildings, but specifically I would be against the idea of replacing the existing Biotech building recipes to require them, as almost all of them only use regular components.

Kevin Bromley

If people don't want ultratech components in their game, maybe don't use the "Ultratech Faction" mod. As long as the new components don't act as a gate for existing content then I am all for it. New tier/progression is always satisfying.

Brian Lang

"I think it would be really cool." I think that's all you had to say Oskar

Baleful SQL

Add it with the option to disable?

Jack Hazardous

Getting advanced components is already a significant time, money, and material cost. Ultratech components would just end up being annoying to get ahold of, especially if they're more expensive than advanced components

John Labuda

I think its a good idea, as its pretty annoying when super advanced stuff need like 10+ advanced components. And it properly separates ultratech stuff from spacer tech. I believe then we would a component for each of the tech levels; industrial, spacer and ultra

Toilailee

Honestly would prefer even more special components and special manufacturing tools/methods/devices - rando crashlanders building an advanced ultratech megabase from nothing in a few years breaks my immersion a lot less if they needed to steal an UltraFab9000 from somewhere to do it. In particular if there is a fallback ability to build it with research and a big pile of resources for when the RNGeesus just doesn't want to cooperate or want to play a game without advanced factions to buy them from.

SpaceMoth

I like the idea myself, but maybe could add a craft for converting Advanced Components into an Ultratech Component. To keep up the progression and value, I would also suggest locking this behind a new reaserch after the Advanced Fabrication, maybe also requiring a tech print or specific glitterworld backgrounds of the reasercher. Another option might be to add a new material above Plasteel for these new crafts that can also be used for making stuff! Maybe with better blast handling to give people options for breachers?

Cr0ssley

I do think there should be a different method of creating the new components over just crafting them at a tier-relevant crafting bench. I recall seeing a mod in the past that had Ultratech level components be some kind of crystalline nano-mechanoid material, I feel like that would be an elegant way of explaining how these seemingly advanced machines are just made like magic. Because they use nano-machines (son) to build them!

Big Barza

Hmm, what about cross-mod integration? At least within VE. A simple example off the top of my head would be VWE-Lasers. Like, change the tech level of the non-salvaged lasers to ultratech and make them craftable with ultratech components.

Rossum

I voted yes because I like the idea of an ultratech faction having the industrial base to build these components and use them in their tech. However, I would prefer it if this didn't change the existing recipes of vanilla structures, or... maybe it just adds an additional recipe for said items so that ultratech components can be used instead of advanced components if necessary instead of strictly being needed to build existing content.

OneWyrdRaven

Rather than a component, I'd prefer to see a new material. Perhaps an upgrade from plasteel that requires some high-tech processing (preferably), or an entirely new exotic material. Not only does it add (minor) complexity, it could benefit construction/gear upgrade from spacer to ultratech. The thing about materials is that even without Megacorp focus, it'll add some value/use, whereas components generally get restricted to that specific build up.

Chance713

My logic is we would now be crafting little to no regular components, some advanced components, and a decent amount of ultratech components. It's removing the need for lower tech components. Now what I don't want from this is a 2 day (in game) time sink for my pawn to make one ultratech component. I would like it to not take as much work, but to just use more expensive resources. Maybe make them faster than one or both of the other components. We are using Mega advanced tech by that time so slaving over the fabrication bench for hours seems less in line with that stage of the game.

Sondre

I'm a bit divided, but i think that based on experiences with 'Basic Components' from Medieval Overhaul, the important thing to do is that if you make the descition to add them; then you should communicate that to all the modding circles to make modders aware of it and say it more than just one time. That way patches for various mods would be available much sooner after release.

Reyzid

I'm all for new types of components/materials and I would actually suggest adding a bit of both. A) UltraTechComponents (UTC) should come from a combination of IndustrialTechComponents(ITC) and AdvancedTechComponents (ATC) and e.g. Plasteel. It could be done with a low crafting time, to kinda keep it in balance that you need to combine various pre-crafts with ITC and ATCs. This would also open up the possibility of a kinda ludicrous expensive machine which either is only obtainable by trade/quest reward or excessive amounts of UTCs and other high-end materials, which would be able to produce plasteel out of steel and chemfuel (example). // Optional Read B) InsertName endgame stuffable ressource. This could be mined in extremly small quantities and bought from the new faction/quest rewards. Additionally as a penultimate research with techprints craftable via combination of plasteel and something else or just insert X Plasteel for X/Y InsertName material. This ressource would kinda have a multitude of roles, with giving an early edge for being stuffable and not lying around for ages with e.g. a Tribal-Start or NB. MainUse would be of course in Ultratech Recipes or even a secondary recipe which makes UTCs easier to craft with less steps. And finally being stuffable it would provide additional defensive options for Ultralategame and keep some recipes viable in the endgame. (Additional thought: Could be used for let's say MonoWeaponary etc.) // Anyway, either way I'm all for UTCs IF they are reasonable from a time+ressource invested to result expected POV, as they add an additional layer of complexity, which I (personally) think the UltraLateGame needs. Stuffing everyone just in MarineArmor and be done with it, kinda takes away personalisation options for high end colonies, which I have high hopes MegaCorps will integrate into the game. Disclaimer: Yes I'm aware that there will be no end of all means, as minmax will always result in a streamlined colony build, but having the option to have customization to your kind of colony, in this minmax process, betters the game imho. Following all of this, big fkn thank you and your team for all the hard work with the VE Mod series, so much loved almost everything about it!

Deggial

I voted "Yes, add ultratech components" - but I would prefer, if they would be craftable at an already existing workbench. (The fabrication bench.)

Captain Crunch

May I suggest Vanilla materials expanded? With options to disable certain resources for recipes in the settings? Of course I have a telling making all the patches in other mods would be a huge pain.

Computica

I voted NO! You who voted yes are all Masochist!

John Anderson

I think advanced components are hard enough to get. But I also understand that having ultra components as a cool gatekeeper to use ultratech. I just don't want it to be too complicated to interfere with using in my upcoming playthrough.