Higher level factories have a larger idle drain (which is not affected by efficiency modules AFAIK) and consumption, though they are otherwise a flat upgrade. However, if you don't need the 4 module slots/6 item recipes/extra speed of a level 3 assembler, a level 2 assembler will cost less to run with 2 efficiency 2 modules in it, since you're already hitting the cap. Level 1 assemblers are basically useless, but so are stone furnaces, so that's fine.fishstyk wrote:I’m not arguing that there should not be tradeoffs, only that building size as a tradeoff introduces tedious rebuilding of one’s layout which is not a good tradeoff, especially since this is the single and only such tradeoff in the game.
If size changes add so much goodness to the game (I argue they do not) why don’t factories change size when they are upgraded, or refineries, or belts, or anything else in the game? This is the only upgrade that introduces a size change. All the arguments used to defend this decision are arguments against the rest of the game design, which is quite good.
“It would make iron forges obsolete because cost doesn’t matter.” Like tier one factories? or stone forges? tier one and two belts? Yes, higher tech stuff can, when fully upgraded and barring cost, obsolete earlier technologies. This surprises anyone? This harms gameplay?
I AM a new player, I've yet to launch a rocket and have about 100 hours in the game. It is an information problem, the building size really should be shown somewhere so that the player knows in advance, but it was an interesting problem to solve.fishstyk wrote:Most of the defenses of this design seem to come from vet’s who’ve become accustomed to this and know how to work around it, but try looking at this from a perspective of a new player. This is an information problem. No other upgrades introduce size changes, so there is no way a new player will have the information to plan ahead correctly. We’ve all rebuilt part of our bases due to our own poor planning, but being forced to rebuild one’s base for what appears to be an arbitrary and unexpected size change is frustrating. If a new player concludes that they need to go green early to avoid pollution because they are on a map with few trees, figuring this out is ‘fun’, which is diminished when you realize you need to rebuild your entire smelting line.
I predict that if you keep statistics of when new players quit or start a new game, it will be at the point where they encounter this size change.