#Crunch Rework/Buff

29 messages · Page 1 of 1 (latest)

spare kestrel
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Proposed Rework Options:

  1. Crunch takes X hydrogen from largest asteroid N times. (N>=8 ideally at higher levels)

  2. Crunch takes from largest asteroid until it is size of 2nd largest asteroid, then takes from those evenly until size of 3rd largest asteroid, etc.

Option 1 is very easy to describe in the module page, though option 2 is the optimal behavior.

Why?

The main problem with crunch currently is that upgrading it often makes it worse in Red Stars.

For example, crunch 14 literally deletes an asteroid, preventing it from being re-enriched, whereas crunch 10 turns a 1.5k hydro asteroid into 500 hydro, which can then be restored in a successive enrich.

With either of these changes, crunch upgrades become helpful, rather than harmful, since the module won’t permanently remove asteroids, and instead balances them out.

solemn timber
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so like blast drone it gets multiple uses then a cooldown

spare kestrel
solemn timber
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so like cataclysm but it 'destroys' the asteroids instead

spare kestrel
barren sigil
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How about making if crunch completely sucks all the hydro from a roid, the roid would be removed in rs, that should allow genesis to spawn more

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And it would also clean empty roid in mining sector in rs

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Basically allowing genesis to be used more

spare kestrel
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I’m actually not sure whether crunch under this proposal, or existing crunch with genesis reuse is stronger. If 3rd+ genesis was allowed but crunch reworked it would be pretty slow to actually empty an asteroid.

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That said, these changes would also buff crunch in Yellow Stars (more reliably speeds up mining with remote mining), and White Stars, to make it work better with remote mining (which is clearly a stronger module)

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Yes if everyone has enrich 15 then current crunch barely tickles an asteroid but at lower levels it can take out an entire asteroid and seriously mess with remote mining.

barren sigil
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the OP's rework is actually easy to implement, it's also not really performance intensive so I don't think a reason not to add it

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I can code the rework in less than 20m

buoyant heron
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Option C: Have it pull equally from all asteroids in the sector.

barren sigil
karmic apex
karmic apex
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so if the biggest asteroid is way too big and your crunch is way too small then it only applies to the 1st biggest asteroid

warped cairn
karmic apex
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currently, i like the 2nd idea but i dont understand the first

karmic apex
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if i understand correctly, this is what the suggestion means:

there are 2 proposed mechanic to replace the current mechanic.

  • first mechanic (current): the biggest asteroid is targeted by crunch. if crunch is smaller than the biggest asteroid, only the biggest asteroid will lose hydrogen. if crunch is bigger than the biggest asteroid, it depletes the biggest asteroid before moving to the second biggest one. this is the most hated mechanic.
  • second mechanic (proposal): crunch apply to all asteroids in the sector equally. this mechanic is easy to understand.
  • third mechanic (proposal): crunch will remove hydrogen from the biggest asteroid. when the biggest asteroid is same size as second, third, fourth biggest... it removes hydro from all that is the biggest. this is the most liked mechanic.

for example, my crunch eats 120 hydro. there are 3 asteroids in a sector, with each being 80, 70, 60 hydrogen.

  • if crunch works like the first mechanic, the results will be: 0, 30, 60. crunch eats the biggest asteroid and partially eat the second biggest one.
  • if crunch works like the second mechanic, the results will be: 40, 30, 20. each asteroid lose 40 hydrogen (120 is divived by 3 asteroids)
  • if crunch works like the third mechanic, the results will be: 30, 30, 30. it eats the first asteroid until it becomes as big as the second one, then both get eaten until both reach the third one, then all of them get eaten until it reaches 120 hydro.
karmic apex
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before, all sectors were filled with hydro. if i empty all asteroids, there will be no waypoints to move to except planets

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now, most sectors are filled with dead asteroids

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it can be made that "asteroids can only dissapear when depleted in the mining sectors". but logically, it should turn into dead asteroids like the other sectors?

buoyant heron
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Original option 2 (reduce each asteroid until they're the same size) does indeed seem to be the most optimal way.

agile mist
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bump!