I have found the LAZIEST NPCs in all of gaming. One of the things you do in Cosmoteer is design and build ships. There are tons of different components you can put in a ship, but the one thing you have to be most concerned with is how far away the nearest crew quarters are. You have to put them absolutely all over the place. Why? Because they refuse to walk more than 12 meters to do their jobs.
NPC: Sorry, that engine room is 13 meters away. Get someone else to service it.
Me: Put on your spacesuit and get off my ship immediately.
But the devs have made a mistake in designing their logistics puzzle that is at the heart of the game.
First of all, it's not just the crew quarters. If, for instance, you want to enrich uranium, you have to have two storage rooms (for uranium before and after processing), the enrichment machine, the power generator for the machine and the crew quarters, and they all have to be within 12 meters of each other. AND, whatever is using that enriched uranium also has to be within 12 meters.
But why, you may ask, does the power generator for the machine have to be close to the machine? Because there are no cables for power transmission. Your reactors make batteries that have to be carried to whatever they are powering. So, yes, you need reactors all over the place as well, and this is where the mistake is.
If you strategize INCORRECTLY in your design, you can place battery rooms every so often and have one group of people distributing batteries to their storage rooms, and then other groups of people taking the batteries from the storage to where they need to go.
The reason this is the wrong strategy is because a battery room and a small generator take up the same amount of space, so if you put a large generator up that feeds 4 battery rooms, you are wasting the space where you put the large generator because you could have just put 4 small generators in stead of 4 battery rooms. But not only that, but the large generator plan has to include more crew quarters to distribute the batteries to the battery rooms, so that's even more wasted space.
Someone didn't think this through, but I'm not going to point this out to the devs because there's no telling what their solution would be, and I don't want to be responsible for the small generators becoming 4 times larger than they are right now.
NPC: Sorry, that engine room is 13 meters away. Get someone else to service it.
Me: Put on your spacesuit and get off my ship immediately.
But the devs have made a mistake in designing their logistics puzzle that is at the heart of the game.
First of all, it's not just the crew quarters. If, for instance, you want to enrich uranium, you have to have two storage rooms (for uranium before and after processing), the enrichment machine, the power generator for the machine and the crew quarters, and they all have to be within 12 meters of each other. AND, whatever is using that enriched uranium also has to be within 12 meters.
But why, you may ask, does the power generator for the machine have to be close to the machine? Because there are no cables for power transmission. Your reactors make batteries that have to be carried to whatever they are powering. So, yes, you need reactors all over the place as well, and this is where the mistake is.
If you strategize INCORRECTLY in your design, you can place battery rooms every so often and have one group of people distributing batteries to their storage rooms, and then other groups of people taking the batteries from the storage to where they need to go.
The reason this is the wrong strategy is because a battery room and a small generator take up the same amount of space, so if you put a large generator up that feeds 4 battery rooms, you are wasting the space where you put the large generator because you could have just put 4 small generators in stead of 4 battery rooms. But not only that, but the large generator plan has to include more crew quarters to distribute the batteries to the battery rooms, so that's even more wasted space.
Someone didn't think this through, but I'm not going to point this out to the devs because there's no telling what their solution would be, and I don't want to be responsible for the small generators becoming 4 times larger than they are right now.