Midcore logistics feedback

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fibol
Posts: 80
Joined: Fri May 12, 2023 3:42 pm

Midcore logistics feedback

Post by fibol »

In the recent interview it was mentioned that not enough people provide feedback for midcore logistics, so here I will do so.
Midcore logistics is amazing! Massive improvement, I can't imagine playing without it anymore! I'd rather sacrifice Blueprints first.
I was comfortable playing with the normal logistics before, but it was very tiering. Every turn having to check all the routes, make sure all the outlying assets got all their requirements, but not more, fiddling with restrictions here, weight there.... and 99% of it was boring busywork without decisions.
Midcore takes all that away and hands it to some underpaid clerk in the second basement layer, leaving me free to do the actual decisions: When to build logisitics assets, where to build them, how to prioritise them and how to lay the roads.
It is not entirely perfect, there a few issues I have noticed:
1) Logistics max range can vary a bit with supply usage.
2) If you are overtaxing, you have less control to prioritise.
3) Sometimes when there are multiple routes to a destination the system decides to use a longer logistics route, with the only option being to destroy a road segment to streamline it, which is annoying if you wanted the road for movement.

1) Is unusual and odd, but it's a quirk, not a serious flaw
2) This is the one situation where I miss road signs, but keeping a healthy logistics system was always essential, so that happens about once or twice a game, and the overall advantages of the system far outweigh the overall assessment.
3) Being able to place stop signs for logistic point propagation would be appreciated to fix this.
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mroyer
Posts: 1277
Joined: Sun Mar 06, 2016 12:27 pm

Re: Midcore logistics feedback

Post by mroyer »

Thanks for that feedback. Very interesting.

I was thinking about midcore and lack of feedback after the podcast interview. Perhaps the reason it has garnered little attention is because of the naming. midcore implies something less than hardcore. All of us players, well, we're all tough-guy hardcore players aren't we. We'd never stoop to midcore or lite or whatnot. Those are just for players who aren't serious about the game.

But, I don't think that's what Vic intends. So, perhaps it's partly a marketing and perception issue. Maybe midcore logistics should be called something else, like alternative logistics, or hands-free logistics, or something else like that, which implies less micromanagement but not less hardcore-ness to the game.

-Mark R.
Comcikda
Posts: 153
Joined: Fri Apr 30, 2021 10:14 am

Re: Midcore logistics feedback

Post by Comcikda »

mroyer wrote: Sun Mar 03, 2024 2:10 pm Perhaps the reason it has garnered little attention is because of the naming. midcore implies something less than hardcore. All of us players, well, we're all tough-guy hardcore players aren't we.
-Mark R.
Well, if this option could be explained more I could enable it. But I would rather enable easier logistic now...
fibol
Posts: 80
Joined: Fri May 12, 2023 3:42 pm

Re: Midcore logistics feedback

Post by fibol »

I think that is a good point. Also the [alpha test] is rather scary. Even as someone playing on experimental branch that made me hesitate "Do I really want to go with something thats apparently super unstable and unfinished for such a long commitment game?".
It may be useful to make logistics into its own section where one of the three is always checked on, instinctive reaction as a new player for me is usually to turn stuff off to get the bare version and then as I get more comfortable and know the game turn additional stuff on.
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