KeithFromCanada
Refugee
One of the issues with pretty much every crafting game is the underlying assumption that anytime you want to make something you will have every single component on your person. Anyone who has ever made anything in real life knows just how... dumb that is. If we have a crafting area, we have all of our tools/components/etc. carefully stored away and only take them out to actually use them, putting them back afterwards. All crafting mechanisms in games should support this. To that end, I suggest adding the following perk:
Intellect/Craftsmanship/Organization:
Tiers:
This would be especially handy in the later game when players will naturally acquire a lot of different materials/tools/etc. and organizing everything becomes more and more of a pain and less and less fun. (Digging through storage to get all of the components needed for a recipe isn't the most enjoyable part of the game.) This way you can just make whatever you want without worrying about where to find the necessary components in the dozen or so crates around you. It would also make unloading and sorting inventory at the end of missions SOOO much less annoying.
Does that make sense?
Intellect/Craftsmanship/Organization:
- Item crafting or repairing can pull from any surrounding storage, including workstation outputs.
- A recipe will only be greyed-out if both the player's inventory and storage in range don't have sufficient quantities. In other words, players don't have to have any of the components in their personal inventory as long as storage within range does.
- Clicking 'Fill' or 'Move' when no storage is selected will move items to surrounding surrounding storage. Shift-clicking the 'Fill' button will fill inventory stacks from surrounding storage.
- When inventory/storage is open and player is holding an item, middle-clicking on a slot will reserve that slot for that item type--as Factorio does. (Other items can still be manually placed in that slot, but adding that item to the inventory/storage will move the item that is in the way, if possible.)
- If a blind fill/move is made, items will prefer storage with reserved slots for that item or item type. (i.e. 7.62 rounds will prefer storage with other ammo.
Tiers:
- Can pull from storage up to 1 cell away.
- Can pull from storage up to 2 cells away.
- Can pull from storage up to 3 cells away. Will automatically cue up secondary crafting. (i.e. if the recipe calls for duct tape and there isn't enough, sufficient will be cued up before the main recipe is.)
- Can pull from storage up to 4 cells away. Will automatically cue up tertiary crafting. (i.e. if there aren't enough secondary components, they will be cued up first.)
- Can pull from storage up to 5 cells away. Will automatically cue up all levels of crafting on all workstations within range, moving auxiliary components between workstations as needed.
This would be especially handy in the later game when players will naturally acquire a lot of different materials/tools/etc. and organizing everything becomes more and more of a pain and less and less fun. (Digging through storage to get all of the components needed for a recipe isn't the most enjoyable part of the game.) This way you can just make whatever you want without worrying about where to find the necessary components in the dozen or so crates around you. It would also make unloading and sorting inventory at the end of missions SOOO much less annoying.
Does that make sense?