(05-19-2015, 12:23 AM)Blodo Wrote: All those modules that produce base supplies that base itself uses would probably be kinda unbalanced as they would effectively eliminate a need to supply it on some level. So I dunno about those.
Then, maybe, we should balance it by adding more crafting resources? For example, XenoFilters may be crafted from Nanomembrane Filters and Alien Organisms. Organisms can be mined, and Nanofilters can be crafted from new commodity, Nanomembranes, which is in turn crafted from a mineable commodity, maybe Carbon or something. So, the final idea is: POBs can be made self-sustainable, but that must require a hell of a work (much, much more work compared to what it require to supply base now), and the Asteroid Miners can't solve this problem alone - you can't scatter the miners for all, maybe 20+, mineable commodities required for base supplying "from scratch". However, this will add more work for the devs - because they will have to add many mineable industrial commodities (such as forementioned Carbon, Iron Ore, and so on), find good (in terms of balance) places to mine them, and so on.
After all, the idea is to give POB owners more opportunities: to leave base on external supply (like now), to make a hybrid supply system to make maintenance easier (by, for example, building Biodomes, which produce FOW but require Xeno Filters), or to make a full self-supply system, which will require a lot of work and a lot of mining.