Jump to content
Greyhunt

Upgrading Cores (static)

Recommended Posts

Hello,

 

So I have ran into the problem that my current static core isn't big enough anymore, and found out that you can't upgrade the core without destroying the whole building.

 

Why not make it possible to upgrade the static core in some way, so you can have the bigger building radius that comes with it?

The ways to get this to work (feel free to add them):

 

-A option in the right click to upgrade the core, this would replace the core with the bigger core

-Making so you can link more then 1 core into 1 building area, this wold work so you can expand the build space with more cores, while still needing the cores themselfs

-A option to parent/child the cores giving the main core a bigger building area.

-Letting us destroy a core and some sort of timer starts where you can place down another static core before the building is destroyed/availible for salvage

 

Let me know what you think.

 

Grey

Share this post


Link to post
Share on other sites

Yes.  I would like to be able to swap a core for another, increasing the build area.  Even if this was only limited to increasing size (at first, or ever) it would still be a great help, especially to new players.

 

Share this post


Link to post
Share on other sites
Just now, facemywrath said:

I agree for sure, probably rightclick and have a change core button that lets you select 1 from your inventory.

It should remove the old core though.

 

Yea, that was my thought aswell, like replace the old core with the bigger one

Share this post


Link to post
Share on other sites
49 minutes ago, Kalel83 said:

Having to destroy a building to get a larger core seems... off.

 

Even if not upgrading them, a way to swap out the old core for a new one.

Yea, that is also one of the options

Share this post


Link to post
Share on other sites

replace cores, all of them with a base core and replace current tiers with a core cpu that you can swap out :3, base core would check internal inv upon receive an item and inherit that items stats.

Share this post


Link to post
Share on other sites

Maybe it would be a big help either, if you are able to simple dock a new core to an existing core field.

But anyway, i can totally agree with this ideas above!

Share this post


Link to post
Share on other sites

Another possible option would be to just create a link between cores, you would need to have the borders of the build area for the cores "touching" each other so that you couldn't have 2 cores linked in separate territories, you would deploy the additional core inside your current base building area and then create a link between the two and then be able to move it outside of the build area but need to have the borders connecting....

 

Thoughts?

 

My org is getting ready to deploy our first large static core and the only reason I'm ok with moving our industry into it is because I'll be able to organize the unorganized mess it's become (even though I created it all lol)

Share this post


Link to post
Share on other sites

This is a 'cold welcome' moment to new users. Especially when new users are told to buy the XS Static core to start their little hut (about all you can make inside that tiny area)... only to find out after spending days making a great place, and they wanted to 'expand', ... and oh ... cant. Have to destroy all your hard work and start from ground 1. DOH!

 

Really need some way to upgrade.

 

I like the idea of a timer to swap... pull one core out and you have X minutes to place another (bigger) core touching something on the remaining entity. If you don't, then it just all gets trash-collected by the server and vanishes (having an alert timer displayed on screen during this would be helpful to people to know they have removed the core and things will go *poof* in #:#:#).

Share this post


Link to post
Share on other sites
On 9/14/2020 at 2:42 PM, Frigidman said:

This is a 'cold welcome' moment to new users. Especially when new users are told to buy the XS Static core to start their little hut (about all you can make inside that tiny area)... only to find out after spending days making a great place, and they wanted to 'expand', ... and oh ... cant. Have to destroy all your hard work and start from ground 1. DOH!

 

Really need some way to upgrade.

 

I like the idea of a timer to swap... pull one core out and you have X minutes to place another (bigger) core touching something on the remaining entity. If you don't, then it just all gets trash-collected by the server and vanishes (having an alert timer displayed on screen during this would be helpful to people to know they have removed the core and things will go *poof* in #:#:#).

This is a good proposed solution, and I agree on the harsh cold reality newcomers face today. I followed the tutorial + overbuilt a bit, then was a bit frustrated to find out I had to undo it all to 'upgrade'.

Share this post


Link to post
Share on other sites

This feature is needed more and more.

 

There is no way to upgrade your M base to L, moving hundreds of industry elements and links is not a realistic option just to replace your core 

Share this post


Link to post
Share on other sites

According to NQs Trello this Idea was already declined, but NQ changes its mind often and has been quite inconsistent with features. So lets see what the future has in store for us.....

Share this post


Link to post
Share on other sites

I agree, upgrading a cores size or having some way to replace them with a larger core is essential. This change would greatly improve the players quality of life benefiting the new player experience and player retention.

Share this post


Link to post
Share on other sites

This is simply a must have function. At least for static cores. It is actually debatable if it should work with dynamic cores, but to completely reorganize your machines from scratch is nothing but a pain in the ass ->  VERY negative user experience.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...