Turbocharger madness: bug or feature?
Hi everyone, I'm coming back to FtD after 4 years of following updates and lurking here. Really awesome to see this game and community still thriving! Amazing changes since I last played, too, and more being on the way only makes me happier.
Now, a bit of a wall of text warning.
I ran into this old issue that I still can't wrap my mind around 6 years after I started playing, you guessed which from the title. I've never understood why, in order to have any sort of competitive efficiency on your power generation from fuel - a basic and essential system - you are forced to design an ugly, asymmetrical, mind-bogglingly impractical exhaust spaghetti around turbochargers, specifically the inline ones nowadays. Should you choose not to do so, you will end up several orders of magnitude below those totally legit 50k+ ppf engines that most players seem to copy-paste into their designs (judging from the Steam Workshop) since even the most optimized "basic" setup that doesn't build around (I would say exploit) turbocharger mechanics will never get you above a few hundred ppf. How is this still a thing, after all those years of far-reaching updates that seem to have balanced most of the other systems?
From The Depths, although obviously not realistic by design, is overall pretty coherently balanced. Fuel engines however, seem like an odd one out. Maybe there should be a change in efficiency calculation, bringing in diminishing returns and an upwards limit to how much one can improve fuel efficiency by chaining exhausts, therefore bringing the optimum closer to what can realistically be achieved by the average player. Inline turbochargers should not be able to multiply efficiency many times over, it makes sense in neither gameplay nor balance.
Obviously I am not against twisting real world physics in a direction better suited to fun gameplay, FtD is an excellent and unique demonstration of why. I am just puzzled that after all this time, fuel engines are still governed by similar out-of-the-blue, counter-intuitive rules. This makes engine building tedious and not at all the fun it should be. Other FtD systems (cannons, lasers, missiles, detection, etc.) are quite the opposite: fun and captivating to build and improve upon, rather intuitive to learn, striking a great balance between customizability and complexity. I don't see why this should not apply to our good old pre-steam, pre-RTG gas guzzlers.
Thanks for reading everything! Be sure to leave your opinion and thoughts on the matter, I am really out of the FtD loop and I may be seeing a major issue where there's only a small one.
Posted Jan 29, 2020, 10:20 PM UTC
That's one of the things they're fixing for the major resource rework
Oh amazing, I just had a look at the forums and found out the post from December that you are referring to.
I guess that solves the issue somewhat. Many other interesting upcoming changes too, apparently among other things shield and laser power use are going down.