Is it just me or does Series 10 - Heat E have better production values then the rest of the episodes up on MechPlus?

I was watching S10He earlier and I swear there was better production values in it then the other episodes on Mech+. I was noticing things like background music, more in-sync crowd reactions and all these other little things that I'd previously thought where missing from what had been a rather dry reboot.

I mean, the episode has been rather obviously edited - it contains Push to Exit and if you know, you know - but is there some sort of other form of presentation for the rest of the series? Perhaps the difference between a streaming version and the broadcast version?

Or am I either going mad or just very unobservant?

reddit.com
u/Lord_0F_Pedanticism — 10 hours ago

Arkships, Operational Reserves, Waystations, Nomad Behaviors - some thoughts about how these systems might be better redefined

I have to admit I'm struggling to come to grips with the mechanics of Nomad empires. Some things feel like they work, others feel like they're trying to do two different things at once and half-assing both at the same time. Maybe I've been reading too much about the behaviors of nomadic peoples and how they would interact with settles peoples during the dawn of civlization but it feels like some of these mechanics need refinement or reconsideration and - being Stellaris - that will probably happen.

I'll just lay out my nitpicks/suggestions;

  • Operational Reserves is a particular bugbear. I get what the devs are trying to do but the system needs some serious clarity about how economic constructions will affect your overall supply situation. It might also be better if instead of a 33%/33%/33% bad/ok/good situation it was instead something like a 10%/15%/50%/25% bad/poor/ok/good scale instead. Also the overall resource cap of the situation needs a way of increasing it - it is way to easy for a late-game empire to go from starving to overfull and then to starving again in just a few months. Perhaps if each new Arkship increased the cap (and hence the percentages) by something like 30-50% of the original value? Something that would facilitate the idea of a nomadic empire stripping an area bare then hastily moving on.

  • Terravores feel like they, thematically at least, should have a cooldown reduction on the Planetary Reprocessing action.

  • Waystations feel like they're trying to do two things at once and neither well; too expensive to build linked waylines together without serious investment but not efficient enough at harvesting to justify saturating a cluster of stars with them. I think they'd be more interesting if they where split into simple road-forming "waybeacons" - influence-expensive but with a single building slot intended to be used to either form a wayline, spy on the locals, early warning, etc. - and more serious "waystations" that function more like starbases - storing resources, fuctioning as retreat points, local secuirty, faucilitating the harvesting from nearby systems etc.

  • Logistic Ships do seem to be a bit all-over the place at the moment. It would make more sense to me if they could only carry out harvesting operations within a certain number of jumps of an Arkship or Waystation and so bring back a variant of the "collect trade" mechanic of starbases. The idea being a Nomadic empire drops down a waystation in a resource-rich area, upgrades it's collection range then has a logistic ship zip around the area and collect the resources before depositing them back at the waystation for the Arkship to collect. This would also better facilitate the "moving fleet" feel of a no-waystation Nomadic empire.

Thoughts?

u/Lord_0F_Pedanticism — 13 days ago