#Make operaters stay in manipulator beams
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This could possibly be a setting on the beams?
that setting is called on/off
This would make manipulator beam/thruster crew hybridization a bit more of a priorities puzzle but I don’t take that much issue with it
Fair point.
I think this was something that we intended to do? I recall Walt mentioning it, but maybe I'm hallucinating
It should at least be an option I think.
I've also been wanting a mode to let MBs auto-collect nearby resources.
I generally use an adjacent sensor room where crew are always stationed who can then move to the MB with relatively good speed and efficiency as scanning is not always the highest priority, particularly when stationary.
At the very least I do hope the "request crew as needed" function remains the same, and is possibly even further and optionally expanded to at least all or most other utility devices such as the mining beam or hyperdrive beacon, just so crew can be more effective all around the ship.
I assume that's something an overclock can enable?
Not sure I want that kind of QoL feature to be locked behind overclock.
That's fair, but logically instead of human controlled operations, it would then use logic processers and a decent computerized controller for safely and successfully moving resources and crew. Overall that would make heat in its operation, but also since it's computer controlled, it could handle more beams than the crew can, thus raising the maximum number of beams which could then in turn make additional heat since it's utilizing more energy flow than the initial safe-mode design. It decently makes sense in the lore of overclocking, and you don't automatically get the free card of not needing crew to operate it.
Of course its ultimately up to u guys what you do with automation, but that as well as either increased tractor pull speed and/or increased total beam count feels right at home with OC both logically and lorewise