Fix Techtonica Miner Design Sucks
Introduction
Techtonica is a first-person factory automation game set beneath the surface of an alien planet. In the game, players can work alone or in co-op to build factories, gather resources, research new technologies, mold the destructible terrain, establish a base of operations, and uncover long-forgotten secrets.
The Issue with Miner Design
One major issue with Techtonica is the design of the miner. The miner has a side input/output (I/O) and two back I/Os. This design flaw poses several challenges for players. Firstly, the side I/O is only present on one side of the miner, requiring two grid spaces to use this I/O for every miner. If there was an I/O on each side, players could use three grid spaces per two miners, optimizing their setup.
The requirement to use the side I/O is crucial because the back I/O is necessary to keep up with mining output. However, this design flaw limits the efficiency and flexibility of players’ factories. To overcome this limitation, the game developers should consider adding a second set of I/O on the back of the miner, above the existing set. Moreover, they should also introduce a way to place inserters on this additional level.
The Lack of 3D Utilization
Another significant disappointment in Techtonica is the lack of 3D utilization in the machine mechanics. Despite being a 3D game, it seems that the developers have attempted to replicate the 2D experience of games like Factorio as closely as possible. This missed opportunity hinders the immersion and depth of gameplay.
For example, there are no lifts or burrowing conveyor belts in Techtonica, which could have been exciting and innovative mechanics to explore. By incorporating these elements, the game could reach new levels of complexity and player engagement. The mining experience, in particular, could be enhanced by allowing players to strategize using multi-leveled inserters and conveyor belts, creating intricate factory layouts to optimize their production chains.