I generally like resource management/colony management games and have a suggestion related to resources inspired by a favorite of mine: Oxygen Not Included.
Currently resources in Industries of Titan game exist in 3 states relative to the player:
- Unharvested - resources that marked as reward from ruin salvage, finite resources in resource patches, and infinite resource nodes.
- Harvested - these resources have been freed from their ‘container’ either by salvaging ruins, mining resource patches, or dismantling buildings/devices. I think mined resources from the mine building also fit into this category, but not the stored category which is a little confusing.
- Stored - these resources are placed into a storage container or storage facility. The balance of these resources is what the game UI intends to show.
It can be frustrating, especially in the early game, to wait for employees to salvage a building, then slowly take the resources and put them in containers, and finally make an additional trip to take them out of storage and bring them to devices/buildings under construction.
My suggestion is that workers should take the nearest available harvested or stored resource for use in construction. Storage will still be an important part of the game because you need to get resources out of the way in order to build things, but by allowing harvested resources to be used in construction the player can kill 2 birds with 1 stone (resources are moved out of a harvested tile directly to construction sites if they are nearer than a storage source).
Perhaps by making the GUI reported resource total a simple sum of all harvested resources (because they can now be used for construction without being stored first) minus any requested for constructions might help alleviate some of the UI display inconsistencies as the game no longer will need to worry if resources on the ground have pending storage jobs or not, it simply has to sum harvested resources on every claimed tile.
[Edit] This could also help alleviate the current soflock problems when storages get destroyed/dismantled. Allowing the resources on the ground to be used to rebuild the structure/device.
Future updates to colony simulation could build on this. Its already stated in the tutorial that colonists don’t like seeing waste on the ground. This could apply to any unstored resources as an additional incentive to store them even though storing wouldn’t be required like it is now.
I’m sure this wouldn’t be an easy change since it would require changes to multiple game areas but it might make resource acquisition and usage much smoother from a gameplay standpoint. Anyone have any thoughts?