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Post Base Augmenters
Extraction: Makes bases extract commodities faster.

Efficiency: Makes workers eat less rations, also requires less workers to be used up by the workforce.



Any other ideas?

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Tue Jan 31, 2012 12:02 pm
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Post Re: Base Augmenters
Extraction expert and hydroponics.

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Jey123456 wrote: That will happen in a future closer than most futures.
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bageese wrote:
We've been against saying any solid dates until we know for sure when something is coming in.
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Tue Jan 31, 2012 8:58 pm
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Post Re: Base Augmenters
Visorak wrote:
Extraction expert and hydroponics.


Those already exist, sorry ^_^

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Tue Jan 31, 2012 9:16 pm
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Post Re: Base Augmenters
So we have everything we need already? Cool.

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Jey123456 wrote: That will happen in a future closer than most futures.
No Context.
Idaten.
bageese wrote:
We've been against saying any solid dates until we know for sure when something is coming in.
:lol:


Tue Jan 31, 2012 9:37 pm
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Post Re: Base Augmenters
Visorak wrote:
So we have everything we need already? Cool.


Except those are skills, not augs, and you're derailing the thread. ^_^

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landswimmer wrote:
ALL HAIL CYG THE MESSIAH!


Tue Jan 31, 2012 11:11 pm
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Post Re: Base Augmenters
I don't see how either the worker's dietary needs or the speed of mud harvesting is within the realm of an augmenter's modification ability.

Augs improve on the hull's offensive, defensive, or mobility stats, not the functions of things operating separate from the hull.

If you want, we can get some robot workers that cost a bunch and run on the station's elec regen. Or something. Just not augs. Stay away from the augs.

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Jey123456 wrote: That will happen in a future closer than most futures.
No Context.
Idaten.
bageese wrote:
We've been against saying any solid dates until we know for sure when something is coming in.
:lol:


Wed Feb 01, 2012 12:30 am
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Post Re: Base Augmenters
Quote:
If you want, we can get some robot workers that cost a bunch and run on the station's elec regen. Or something. Just not augs. Stay away from the augs.[/color]

That's a bettah idea.


Wed Feb 01, 2012 6:16 am
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Post Re: Base Augmenters
Augs cannot effect extraction times nor worker's food usage. The former would be mid-tough to add/code (Jeff / HAL / Jey would have to pull the EE code, add a new aug_effect (which is a major pain) and then we'd have to scale the impact due to Station Tweaking etc), the latter, I'm pretty sure just isn't possible.


Being honest, the base augs are fairly comprehensive & I don't see much room for improvement, barring perhaps a +resist type aug and maybe a +trans one.


Wed Feb 01, 2012 10:29 am
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Post Re: Base Augmenters
Spirit of Rhino for bases already has +trans efficiency and power :) And Lion gives +10% resistance iirc.


EDIT: Although it would be nice to see some lower tech augs that give these stats aswell.

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Wed Feb 01, 2012 1:12 pm
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