Killtech

Members
  • Content count

    79
  • Joined

  • Last visited

Everything posted by Killtech

  1. Great to hear that automation is next on the agenda and the prototypes i have seen are were already quite interesting. Given that the game has quite a few recipes to go through we will have enough automated production lines to build and setup - so this will be the biggest content update in terms of time needed to fully go through it. Therefore I am soo looking forward to it. But as it is still in a development I would like to address the typical balancing issues that come up with any such concepts. First of all there is the issue of resources and sinks. It doesn't make that much sense to automate production in the case one needs only a few processed resources. For example producing diamonds wouldn't be worth the effort as we currently only need a very limited amount to build a personal drill and perhaps another for a vehicle and that's it. So a central problem with games that have good automation is that they need to setup proper resource sinks to motivate automating in the first place. On the other hand automation itself partly serves as a big sink itself because in order to setup a production line we will likely need to build multiple chemical labs each dedicated to a specific recipe and build a lot of logistic in between that'll also need more power - all those buildings take quite a bit of resources to build. So that presents another problem: as of now all resource deposits are limited. So if that remains unchanged then some planets might get mined dry to meed that demand. However we've already seen the resource extractor prototype which I assume will last a lot longer than a regular vain, but endlessly? Infinite resources sources can often trivialize a game - especially one originally balanced for limited amounts. I mean resource acquisition so far is a central gameplay aspect that drives exploration and I wouldn't want it to be lost. From games like Satisfactory I know that it leads to player rarely leave their base at all - which I disliked since that game has quite a beautiful world to explore, too. resource vein types: also please consider making different deposit types for the hand tool and the resource extractor - well, if the total amount of mined resources will differ between the mining methods. Otherwise experienced players will try minimally mine deposits near their stating base with the hand tool so they remain available for the extractor later while new players will realize too late that they have created a big logistics problem for themselves. New logistical/exploration challenges: If resource extraction can be automated too (i.e. via the extractor) we finally will have a big motivation to setup additional outpost and even underground bases for those resources. So please make sure we have the good automatable resource sources far apart to give us some proper challenges, both for exploring and logistics. Power management: underground bases offer a unique challenge and with automation we will finally have some decent power consumption. So managing power generation could be quite a fun because generators even have their own automation line to keep them going (though this requires some trigger system to shut them down when batteries are full: like a new battery building that can turn off all buildings on the same platform when it's charged and turns them on again, when it deletes). Bun sadly we have RTGs in the game that scratch that content almost entirely because they are a energy source that beats all others in every possible way. So please bring back energy management before automation update goes live.
  2. Killtech

    Automation: Hopes and Concerns

    you got it somewhat wrong. Automation allows you to save time so you can spend more of it on... more automation. If done right, then this is indeed a self sustaining gameplay goal. here is why: for automation suddenly many buildings will become dedicated to one recipe only... so you will need more buildings. more buildings need more resources, so that's what you will have to spend time on at the start. And given that the amount needed might deplete all nearby sources such that getting new shipments will take more and more exploration and road building. Then setting up your automation, takes it's own time before it works the way you want it... and since it get's somewhat complex you soon realize you could do it better... and invest even more time to reorder stuff. And if they add the resource thumper/miner right it could lead us to building additional remote mining outposts which need their out power supply and so on. that's even more resources, roads and logistics you need that will eat even more of your time.
  3. Killtech

    Finding buried shuttle

    Wow, that sounds like you got yourself into quite an unplanned adventure. Enjoy it while it lasts . In my gameplay everything went quite according to plan and I had little trouble setting everything up on Atrox, produce RTGs, unlock all gateways with RTGs and... game over nothing left to do. As for your shuttle there isn't much you can do sadly. If it fell through the ground it usually falls downt to the next cave level - so exploring there in a organized fashion would be the first thing i'd try. But on Atrox there are some micro cavities where it could potentially get stuck mid rock. In that case however there is a minor chance it's not deep enough so you should still see it's marker from orbit. But yeah finding it's exact position would be mostly a lost cause. Maybe you could try to glitch the camera through the terrain to see where it might be but I know no reliable way to do that.
  4. Killtech

    Are there still Sandstorms on some planets?

    No, sadly storms are all gone and while there are not written off entirely, they won't come back any time soon. Admittedly they were somewhat annoying at the very start of the game where players only had the option to sit them out. So removing them from the terran start planet was probably a good thing. but doing so on all other planets as well was very unfortunate.
  5. Killtech

    Automation: Hopes and Concerns

    Thinking about resources, how about having medium and large resource items additional to the regular small ones that we can put into out backpacks? The medium and large ones couldn't be directly used in any recipe but they would have to be processed into small items first. Of course the resource extractor wouldn't have a problem of mining those larger resources and extract small ones from it directly. Alternative ways of processing would be dynamite and the shredders (but those methods may yield less). the large resource items shouldn't be movable by hand like some large wreckage. furthermore research items are already medium sized and given that most of use don't need any more bytes they could get an alternative use as medium resource items. There are more than enough for most resource types even. Plant researchables would break up into organics or resin, mineral ones into different ores while the artificial ones (from exo research pods) could break up into refined resources.
  6. Killtech

    Storms

    Well, such things always depend of the lobbing from the players. the more topic of storms keep getting brought up and being discussed the sooner the devs will have to rethinking their position. but obviously their reintroduction will not be just switching on the old code - it requires some refining, performance improvements and a better integration into the gameplay such that they become more meaningful then just a time-killing nuisance in the late game. in other words: design and development time. so yeah, that makes them unlikely to appear too soon.
  7. When i first started playing Astroneer shortly before release there was a magic to the game that made it feel really special. But over time and after it's release is somehow lost a lot of that and i was thinking how that happened. Well, for one playing a game for a longer time always loses a little of its magic that simply comes from being a new experience. but there is more to it than that. i realized that in the beginning the game offered me a lot more in terms of exploration... and this is due to two things: for one back then i didn't have the knowledge of how to make my life 'easier' massively relaying on the terrain tool. so in order to get aluminium i had to first find an entrance to the underground -> exploration! today i would just dig a ramp downwards to the lower level... and be done in a few minutes but in a boring fashion. The other thing was the terrain 1.0 that had it boons when not overly relying on the terrain tool. I remember exploring the cave networks for long hours for resources and passages to the deeper levels - and back in the day the caves were tunnel like structures with some bigger chambers in between creating a complex labyrinth. now the caves are their own biomes that while looking nice with an individual flair they are less interesting for exploration: there is a lot more space, all chambers are if not directly connected to each other then just separated by thin walls that you can easily dig through always knowing you don't need dig deep to get to the next room. Exploring a maze turns out to be more interesting than a de-facto open space. And there is also the question of having a reason to explore. When i started exploring the underground my motivation was to look for tunnels that go downwards deeper and deeper to see what's down there (even through back then apart from resources there was nothing overly interesting there). If you think about that kind of exploration coupled with the quest to reach the core makes for a good gameplay concept in theory - as long as is cannot be simply skipped. The reality however is that nowdays there are hardly any tunnel connections between the different cave layers and even if there were they would be much easier to find in the vast cathedral like caves. But why even bother looking for a way down if you can just fast dig down yourself... soon even with a drill vehicle that can pave a ramp too to fast track the whole process even more? When i landed on last planet to unlock the core the exploration aspect left was nearly null. going to the core was swiftly finished with a ramp with merely a short look around at each cave layer before going to the next - no reason at all to say any bit longer. It is perhaps interesting to mentioned that "Subnautica" game had a terrain tool in its development originally too but it was scrapped exactly because how it impacted exploration because that game is focused around exploration. So it all sums up to (or TL;DR) drill mod 3 + wide mod + boost mod + canisters on the terrain tool or a diamond drill vehicle with a (soon available) paver renders underground exploration trivial and obsolete and that is where a lot of the original Astroneer magic came from for me. I'm not saying to remove these tools - not at all - because they are cool for building bases/infrastructure and other situations. But when it comes to the main quest it would be better to have some serious obstacles and challenges left these tools can't just steamroll, be it like diamond rocks they cannot dig through, reactive rocks that explode when exposed to air and drilled or whatever else that made exploring an important part of the game.
  8. Ever felt that pursuing the main quest gets grindy after unlocking the first few planets? For me that was the point where i had researched the most important stuff and it was just a repetitive task to go from planet to planet and do the same thing over and over again. Because the reality is that while the planets look different they play very much alike. So how about making each planet actually unique with it's own environmental hazards, with an own set of research to deal with them and require you to adapt your routine in order to master each planet. Storms (Calidor): The old storm mechanic, but spiced up a little. for one storms should blow away all lose items (technically they should be despawned and be managed in a 'storm inventory'. storms could then later randomly spawn items from their inventory. note that such a technical implementation could help performance at it is a cleanup of unused objects laying around). additionally building or vehicles hit by debris could be damaged. damage would accumulate and provide a growing stat debuff (more energy consumed, less produced, vehicles become slower, ...). but everything can be repaired with a repair tool that consumes scrap (including the randomly spawned debris). Additionally there would be large pressurized and connectable tents (see picture below) with enough space to place a base inside them. there should be a variant with translucent roof to enable placement of solar panels within. Freezing (Glacio): Cold environments would cause your buildings and vehicles to freeze after some time at which point they become not operation until heated up again. To counter this there would be heat sources. Small and medium generator would be immune to freezing and heat their surroundings when active. Additionally there would be a researchable heater building that consume energy to produce heat. There should be also an consumable anti-freezing compound consumable item (produced at the chemistry lab) that can unfreeze anything and grant a time limited effect preventing freezing. tents could also be useful here as heaters placed inside would have extended range in the interior. Acidic corrosion (Atrox): Acidic air would damage most buildings, vehicles and regular tethers over time. corrosion damage could be repaired with the repair tool mentioned above. the main way to protect against the harsh environment would to put the base inside tents. however it would additionally need an air filter that consumes metal ores to clean up the air of acid - initially when the tent is raised and then a little bit every time an astroneer enters to leaves through an airlock. a protective coating spray consumable would provide time limited protection for outdoor equipment. Acid levels would vary between biomes (affecting corrosion damage frequency). Power hungry fungus (Vesania, Novus): A natural fungus from airborne spores that has a habit of being attracted by power lines. Will start to overgrow all buildings stationary vehicles that consume or produce power, which for one makes them operate slower and most importantly drains power from the grid. once infected it spreads to nearby buildings. especially attracted to power producers, most of all RTGs with their constant power output. does not like heat however, so it will avoid active small and medium generators. Fungus can be removed manually. Buildings chance of getting infected can be reduced by heating them (see freezing mechanics) but RTGs would still always be prone to infection. tents with air filters using coal would provide a safe space for a base. Oxygen free atmosphere (cave biomes of most planets, all of Atrox, Desolo surface only) : Let's say the oxygen generator we currently have is just an oxygen concentrator and filter - so it requires oxygen to be in the air in the first place. The idea is to add oxygen as a new actual atmospheric resource that can be harvested with the atmospheric condenser, wherever it is present. On planets where it is available the current generator would do its job just as it is right now. but in oxygen free environments we would require other sources. there it would work differently: having an input slot for gas canisters (accepting only oxygen) which it would consume in order to feed the tether network. vehicles have kind of a build-in oxygen generator so they would have to work the same way. note they have large blue oxygen tanks on their sides that are currently purely cosmetic... but would become an actual internal storage for oxygen so one does not have to transport large amounts of gas canisters. Reactive Rocks (only in a few deep cave biomes): special new terrain that explodes, gasses off or does something else harmful when drilled (or better when it enters the terrain tool). i.e. stuff you better get through using dynamite (finally giving it a purpose). Expansive Flora (Vasenia caves): another fungus vegetation that expands and grows fast. it's main 'hazard' would be that it creates new organic with some of it spawning larger obstacles for vehicles. growth rate will depend on the terrain material but the default gray of normal ramps will get overgrown especially quickly. I hope the pressurized tents concept has enough different gameplay scenarios to make the idea worth implementing. it is actually a consideration i made because i though calculating whether an interior space closed off by terrain is actually closed might be more complicated to do and more annoying for players to find and seal holes if not. tents would be placed by first placing a tent foundation platform. those could be connected with each other to cover a larger area. then just as the landing platform the tent can be raised forming a single tent over all connected foundations. after that the foundations would provide slots to place buildings on. there would be two airlocks, a personal one and a large one allowing objects up to the size of the medium rover to enter. of course these ideas listed here would break the bases people have established in their saves, so all this would have to come either in a new survival mode or as an starting option when creating a new game (where each hazard can be turned on/off individually). one would always have to start a new game in order to experience a new hazard added later on (well, unless it comes with a new planet that is).
  9. Killtech

    Unique planet mechanics / hazards

    i admit that when i was watching the old Astroneer trailer, it was storms that wakened my the sense of adventure just enough to let me go purchase this game over a few alternatives. i was looking a minecrafty game but i find just building stuff for its own sake quite boring. so yeah, the storms, the dark places and the trailer having a spirit of exploration of the unknown ultimately gave me the push i needed to go with it.
  10. Killtech

    Bring back hazards

    i very much approve on these ideas... mostly becuase i have written down a similar list myself some time ago . my post has a dev response, so you might want to check it out.
  11. Killtech

    Storage Content Constraints

    yeah, this is a popular idea around here, +1 for reference:
  12. Now that creative has been released i think the next thing the game should focus on is to add various types of hazards and challenges to counteract how trivial the game has become after all the updates since launch. Because as it stands for me there is really nothing interesting left to do. even take something like the wanderer update: with a drill+paver rover it's just a matter of driving in a straight line towards the objective... the ability to completely ignore the terrain makes it entirely uninteresting and merely a short grind. The idea of a survival mode is to have a game mode different then sandbox that is differently balanced and with new additional hazards for those players that seek this kind of gameplay. for one this mode would be tailored for replayability, i.e. it would encourage to start new games with different starting conditions like on different planets and other factors increasing difficulty (ofc with special achievements and special visual unlocks). the plan would then be to slowly add new hazards for each planet (from the quoted list below) along with a new starting location and a challenge to survive that. this could be done in an iteration of one planet & hazard per patch. furthermore for the survival mode only there should be a complete rebalance of the mechanics that trivialize the game the most, namely terrain modification tools. there is a reason why for example games like Subnautica originally had a terrain tool in it's early access that was removed in the final game due to how negatively it impacted exploration which is what the game is all about. this is of course no template for Astroneer but still something to learn from: for example rework terrain hardness to become a relevant mechanic (for example better drills drain significantly more power (x5-x15)? drilling slowdown even for diamond drills? drill wear? no drill mods for terrain tool - it doesn't even drill, it sucks terrain!) and power management (mid and late game i had never to worry about power at all since there is barely anything that consumes constant power; on top of that RTGs make everything obsolete). please just make it so that finding a cave that leads downwards is far more rewarding than straight drilling a new passage downwards from right where you are!! the other thing is resource abundance. Finding my first Laterite (aluminium) vain of Silva felt like it suffices for the entirety of the game with the only challenge of how to transport that much stuff in the early game? we don't consume alu in these quantities so having such large and easily accessible deposits early on makes it near worthless and trivializes progression. Interestingly on Calidor however i found that laterite deposits in the shallow caves are much smaller and don't extend into the ground at all. but of course that doesn't matter as it isn't a starting planet. Anyhow i think there should be difficulty/world-generation settings when starting a new game, one of witch would be resource scarcity. for reference here are a few topics i made about balancing: https://forum.systemera.net/topic/53121-please-consider-to-some-balancing-power/ https://forum.systemera.net/topic/53122-please-consider-to-some-balancing-mining-crane/ https://forum.systemera.net/topic/54583-new-end-game-storage-reducing-clipping-issues/
  13. Killtech

    Starting new games on all planets

    yeah, i made a topic on this aspect as well. but as this kind of thinking goes half way towards looking for a (more challenging) survival gameplay, i framed my topic this way. anyhow i think that if made right this could really add a lot to the game, and a reason to spend a lot of hours more playing it.
  14. Killtech

    1 Million Bytes!

    it's still a bit off but i wouldn't risk it going over 2'147'483'647... you know, just so you don't lose all your bytes to an integer overflow
  15. well, it will be larger then medium. anyhow, shouldn't the devs change the game first such that there is a reason to build such a building? i have build a single large solar panel after lading on Atrox for the first time - with its main purpose to power the gas production for my first RTG after which i didn't need it anymore. that is a very narrow window where such power buildings have an actual use. other than that they are just deco. as it stands they should delay the release of it until there is enough reason to build any type of such power producers. maybe add it together with some new big end game constant power consumers! or when adding a survival mode with rebalanced RTGs, and smaller resource deposits such that power output per resource construction costs becomes a relevant and thus makes them worthwhile compared to the medium variants.
  16. oh the "happy little terrain" comment is soo Bob R.O.S.S.
  17. Killtech

    Terrain tool mods improve crane drilling

    i don't think that alone would be enough to make the crate worthwhile to build. What if it would get a complete rework instead? this includes addition of rover control (as like for a real crane vehicle which are piloted from the crane seat), usage of mods, increased range, ...
  18. Killtech

    Special Filter Slot for Silos

    yeah, ideas of this kind come up every now and then. i thought about the same for the silos but due to the massively annoying clipping issues those cause i thought it would be more reasonable to introduce another end game storage that has a very similar mechanic as you described but also eliminates most of the severe clipping as well.
  19. yeah, i'd probable would buy it, too. but out of curiosity, a space suit always includes headgear... which translates to 'hat' in other games. and we can also exchange the visor separately. say, weren't you staunchly opposed to such cosmetic stuff in the other thread?
  20. after playing with a friend for a while and letting him lead on what we were doing next i have to revise my original statement a little bit. watching someone play with a fresh view on the game brought some magic back i must admit. where he sees walls and walks around it i just see terrain that apart from obstructing my sight isn't an obstacle. so exploring the caves in search of resources (without him knowing that some ammonium cannot be found in the shallow caves) and research nodes by mostly following the landscape layout rather then brute force terraforming our way through felt like back in the old days and it was far more interesting to play that way - albeit you have to bring the patience to do things the long and ineffective way since i always saw how much easier we could've achieved the same. that said i have learned that there are still natural tunnels connecting the cave layers but they are somewhat rare. but it is a statement that for someone that played so much i didn't event notice that. exploration and survival games normally present you with a set of many riddles. how to get there? where to find x? how to master survival in various types of environments against different challenges? but in Astroneer we have a lot of those cheat-like powerful tools at our disposal that take all these puzzles away leaving merely creative gameplay. perhaps that is fine for those that are looking for such an experience but for me it is just not very interesting.
  21. eh, don't call the current sandbox mode 'survival'. apart from being able to die, there is not much else that compares to survival mode in other games. as for resourcs, yeah in sandbox it takes a little time to set up your 3-4 bases on each planet and haul a rover full of silos of resources back to base. but after that is done you have infinite resources anyway. so the difference for me between sandbox and crative is whether i have to look for the storage silo with the proper resources or can take them right out of the catalog. basically a convenience improvement i personally just classify as a QoL change. and don't forget that in sandbox most people don't start new games that often but rather play on their old saves... so you can scratch the build-up phase from the comparison and it is the only time where the gameplay really differs beyond some convenience details. as for roads... do you use them? gameplay wise there no point of having multiple bases on one planet and therefore nothing to connect with roads. okay there is the ramp to the planet core that one uses once(!). i mean whole point of making roads is to reuse them to boost efficiency. but given that we have drill+payer+rover combo there is no point in doing that! it's a free movement option that is even better then the fly mode in creative as it basically allows you to completely ignore terrain (unless going into the sky where you will eventually run out of soil). fine, i admit that using the drill+paver in this capacity is not a great choice because changing so much terrain impacts performance and doesn't look pretty. maybe roads could be practical to help orientation to mark a certain route - similar to what i mostly use tethers for in the early game. but the planet core is trivial to find and besides that there is not much reason to travel the planet or at least revisit any location. color picker: yeah, you are right. the pipette is a nice addition, but still inferior to the terrain analyser in several aspects. that makes it even less of an distinctive feature between the modes but rather a minor QoL. not sure how that helps your argument though.
  22. the new creative mode exposes a few noteworthy aspects about the current sandbox game mode: look how little actually needs changing to go from sandbox to full creativity mode! the terrain tool in creative is nearly the same as the current one. yeah, it has a easier pipette function - but since terrain color don't really matter mechanics wise i wonder why we don't get the same in the normal game but rather have to go through cumbersome terrain analyzers (it would make sense to make it more difficult if the terrain produced would have some different gameplay associated with it). and the flying mode: looks like a tier 3 upgrade for the jetpack - as in a little more convenient and better but not so different after all. and even being able to turn off oxygen and power requirements is not such a big change. i mean there is the portable oxygenator but i have unequipped mine long ago as i used it far too rarely to justify the occupied slot. i am not to say that this is bad, but i just wanted to point out how much the game is catering for the creative gameplay and thus how little these game modes will actually differ. that said it should become clear that for exploration or survival focused gameplay the current sandbox modes is completely unsuited for: exploration focus requires that it is not trivial to get everywhere such that it feels like an achievement to reach a certain location. survival on the other hand is about problem solving, a puzzle game how to ensure ones survival on short and long term - and this again requires that this isn't trivial and more importantly that there are problems to solve to begin with. otherwise what's the achievement in surviving?
  23. Killtech

    Character Upgrades

    i do like your idea and i like that you take balancing into consideration. however, i have to agree a little with @The Touch of Grey Gamer in that the balancing factors you chose would not be generally well perceived. Particularly slowing people down or reducing jump height below what everyone is used to will not go well with most. that gives a weird sluggish feeling - unless you really want to give people impression of being heavy, like in a combat game to signify a massive armor gain (the slow down comes with the impression of huge tanking capacity and if the games make you feel that armor boost then the slowdown actually amplifies that powerful impression and so it feels just right). but here in Astroneer i don't see that work - it would just feel artificial. in general the concept for the neg voider seems artificial i would recommend scrapping it. however - if you turn it around and rebrand it a little - by assuming the stock state to be already 'slowed' then the "neg voider" simply becomes just a boost consumable. by its function many game would call it a stim. that's a straight forward concept most are familiar with and will probably like. next, there is the Jump boost: hmm, not a good idea simply because there is the jetpack that already takes this role and is significantly better at it. hmm, i would suggest to combine speed & jump boost suits into one mobility upgrade suit. balancing it with becoming more squishy (increased fall damage) would be adequate. optionally one could make the speed boost apply only when sprinting and balance it by a power consumption. same for jumping. basically a powered mobility suit. power consumption should be significant enough for players to notice though. should also be accompanied by a new effect to signify the boost and power consumption. health boost: yeah that one would be nice. particularly it should have a fall damage reduction. again, i would not lower speed or jumping. maybe as a late game item it does not need to be balanced against the stock suit and can therefore be a plain upgrade. instead there is another balancing here: if you chose to use it you cannot have the advantages of the mobility suit at the same time. There are also other stats to consider for possible suits: item carry speeds (i.e. the slow down factors when holding medium, large or extra large objects), the total power and oxygen capacity and perhaps even an integrated storage for soil and hydrazine for a flight suit of a different kind.
  24. Lithium is kind of worthless because a single deposit is enough to build all the batteries you'll need for a very long while. i mean all batteries just take 1 lithium and same for RTG. a deposit often fills an entire medium storage silo which has 24 slots... and besides mining another vein of lithium isn't hard after one was able to get the first one. on the other hand medium batteries store quite a lot of power so you won't build that many for one base. this is unlike titanium or resin which are needed in larger quantities because you build those platforms and storages in larger numbers to cope with how quickly they fill up due to how rich resource deposits usually are! and when you think you have enough a short mining trip will swiftly convince you otherwise. on the other hand when did i ever run low of energy after i had medium batteries? sure running smelter, centrifuge and chem lab at the same time will drain your power supply... but the sun is never absent for long and every here and then the wind blows at night. so whenever there was a moment where i saw my batteries having low charge left and i though to myself that maybe i should've build more then 1 or 2 something happens and they start to charge up again...
  25. Killtech

    Introduce Digging Elevator!

    cool animation and a nice idea, but i have to agree with @Nekudotaim that there is no in game reason to build such a thing. with the introduction of pavers rovers solve the same thing but much better. i mean if you get down via a digging elevator you are on your own - only your backpack storage with no mobile oxygen and power supply like the rover provides... so you have to come up with a concept to balance this against a drill-paver-rover (apart from a cool video). for example you could say that the elevator cable actually works like a full power cable. to make use of that one would need a special platform that could attach to an existing drill shaft and would also provide means to calling the elevator to that platform. anyhow, once connected you would have power supply from you main base that you could use to set up an underground outpost. that's still a niche as such a base has not so much practical use i fear. and to make this work you need to be able to transport stuff. okay your elevator must have a downwards t2 attachment to be able to attach a drill - so it could potentially be used to load medium storage silos. if that would have an automation option - i.e. one put in a storage, sends it away upwards, where on the upper station is set to automatically pull whatever is connected to elevator. make the lift go up and down automatically until all stuff from the lower platform is moved to the top and you would have a neat resource lift - albeit a slow one as it can take only one silo at a time. still, that's at least something. if on the other hand the rovers would be nerfed this concept might actually start to become quite interesting. basically, if the drill and paver consumed way more energy and drilling through hard rock would be severely slowed down (even with the best drill) then this idea of yours would start looking far more tempting. hmm, maybe instead of giving better drills drilling speed improvements it would be better to have drill tear instead: drills suffer from wear and tear if they drill rocks - the harder the rocks the greater the tear. and once torn the drill can only be scrapped and replaced by a new one. basically this would make drills a consumable (even the diamond drill should tear down after a long while) and maybe even give the lower drills more meaning as they are far faster and cheaper to build.