[0.9] Feedback/Balancing/Suggestions
Posted: Sun Feb 16, 2014 9:02 am
Having played Factorio for the last 1 1/2 days extensively I just wanted to give some Feedback regarding overall gameplay and balance. Naturally this leads to some suggestions how to "solve" the "problems" I noticed. Of course some "problems" might be worthwhile design decisions and my proposed solutions are meant to further clarify for what type of game/playstyle I'm looking for.
First of all I would like to thank the devs for the oil industry. Generally I find that it is adding a lot to the game, especially enhancing the "puzzle" aspect of the game. But I think that some tweaking is still needed.
Oil industry:
- Put oil gathering and oil processing in one tech. Personally I don't see a reason why it should be split up but only see the confusion on the players faces when they first try to set up the oil industry.
- Get rid of light oil: I haven't found a good use for light oil. That means that it isn't adding anything to the game and only makes it unnecessary hard.
Proposal: Let the oil refinery produce a lot of heavy oil and only a small amount of gas. The heavy oil can than be cracked (http://en.wikipedia.org/wiki/Cracking_(chemistry)] (as a recipe) in the chemical plant into [light oil and in a second plant into] gas. This would allow the player to decide what to use their oil for and would't lead to storage tanks full of oil you don't need.
- The chemical industry shouldn't only need electricity but also fuel as for all the processing steps huge amounts of heat are required. I think that this would also increase the puzzling aspect of the game while still being logical.
- Plastic bars shouldn't need coal: When I first tried to fabricate plastic I thought "Are they kidding me?!? Do I really have to run a belt from the other side of my factory to the oil industry? And is it really only used for this one recipe?!?" If you would add fuel (coal) as a source for heat for all chemical plants it would make much more sense.
- What is the use of the small pump? It is not very clear why you need to use one so you might want to work on the description.
- Steel barrels: Steel is already used very much in all recipes and it is quite expensive to make. I would propose to change it to iron plates used to make the barrels (and also please increase their stack size).
- Oil should not only be found in small patches of crude oil but also in big oil fields where it is worthwhile to put a lot of oil pumps. (Similar to how the ore deposits are looking like)
General:
- Move "Logistic system" research from tier 3 (needing blue science packs) to tier 2: You are able to build construction robots on tier 2 but they have no place to store deconstructed items.
- Construction robots should be able to repair inside their construction radius. This would make it easier for the player for what the different colours at the roboport stand for (orange = logistic bots; green = construction bots)
- Construction bots should reammo gun turrets (c'mon they can rebuild them so they should take care that they are not destroyed so easily)
-- Change the stack size of ammo in gun turrets from 10 to 5 so that you are not running out of ammo in the beginning to fast
- better pollution visualisation: Currently you only have these red squares on the mini map (took me quite some time to figure this out) which isn't a very good indication. Maybe let factories / mining drills produce "garbage" which you have to collect and dump into some sort of disposal site thus giving direct feedback to the player how much he already destroyed the nature.
- When picking up produced resources from an assembler, the inserter feeding directly into another assembler should be preferred. Than it would be more easily possible to also attach an inserter connected to a chest to the same factory to catch the overflow (and thus getting construction materials for the construction robots)
- Chests: There are 7 types of different chest in the game. I would streamline it to: Wooden chests, smart chest (costs slightly increased) and the three logistic chests.
- The assembly machine 1 should be able to handle 3 inputs to allow the construction of regular inserters making it a little bit easier to plan your initial science pack 2 assembly line.
- Inventory space: With all the possible stuff to make I am quickly running out of inventory space. Maybe by adding the "backpack" research option?
- Inventory space 2: Allow us to "destroy" stuff to get rid of "burner mining drill" and so on. Maybe adding a recycling plant? Everything put into it is giving you 50% of the initial copper and iron cost out?
- Rails are quite expensive when compared to belts. To encourage their use I would change the steel cost to a pure iron plate cost.
- Overall it seems that quite a bit of iron is used, but not so much copper? Maybe tweak the recipes here and there for a later release.
First of all I would like to thank the devs for the oil industry. Generally I find that it is adding a lot to the game, especially enhancing the "puzzle" aspect of the game. But I think that some tweaking is still needed.
Oil industry:
- Put oil gathering and oil processing in one tech. Personally I don't see a reason why it should be split up but only see the confusion on the players faces when they first try to set up the oil industry.
- Get rid of light oil: I haven't found a good use for light oil. That means that it isn't adding anything to the game and only makes it unnecessary hard.
Proposal: Let the oil refinery produce a lot of heavy oil and only a small amount of gas. The heavy oil can than be cracked (http://en.wikipedia.org/wiki/Cracking_(chemistry)] (as a recipe) in the chemical plant into [light oil and in a second plant into] gas. This would allow the player to decide what to use their oil for and would't lead to storage tanks full of oil you don't need.
- The chemical industry shouldn't only need electricity but also fuel as for all the processing steps huge amounts of heat are required. I think that this would also increase the puzzling aspect of the game while still being logical.
- Plastic bars shouldn't need coal: When I first tried to fabricate plastic I thought "Are they kidding me?!? Do I really have to run a belt from the other side of my factory to the oil industry? And is it really only used for this one recipe?!?" If you would add fuel (coal) as a source for heat for all chemical plants it would make much more sense.
- What is the use of the small pump? It is not very clear why you need to use one so you might want to work on the description.
- Steel barrels: Steel is already used very much in all recipes and it is quite expensive to make. I would propose to change it to iron plates used to make the barrels (and also please increase their stack size).
- Oil should not only be found in small patches of crude oil but also in big oil fields where it is worthwhile to put a lot of oil pumps. (Similar to how the ore deposits are looking like)
General:
- Move "Logistic system" research from tier 3 (needing blue science packs) to tier 2: You are able to build construction robots on tier 2 but they have no place to store deconstructed items.
- Construction robots should be able to repair inside their construction radius. This would make it easier for the player for what the different colours at the roboport stand for (orange = logistic bots; green = construction bots)
- Construction bots should reammo gun turrets (c'mon they can rebuild them so they should take care that they are not destroyed so easily)
-- Change the stack size of ammo in gun turrets from 10 to 5 so that you are not running out of ammo in the beginning to fast
- better pollution visualisation: Currently you only have these red squares on the mini map (took me quite some time to figure this out) which isn't a very good indication. Maybe let factories / mining drills produce "garbage" which you have to collect and dump into some sort of disposal site thus giving direct feedback to the player how much he already destroyed the nature.
- When picking up produced resources from an assembler, the inserter feeding directly into another assembler should be preferred. Than it would be more easily possible to also attach an inserter connected to a chest to the same factory to catch the overflow (and thus getting construction materials for the construction robots)
- Chests: There are 7 types of different chest in the game. I would streamline it to: Wooden chests, smart chest (costs slightly increased) and the three logistic chests.
- The assembly machine 1 should be able to handle 3 inputs to allow the construction of regular inserters making it a little bit easier to plan your initial science pack 2 assembly line.
- Inventory space: With all the possible stuff to make I am quickly running out of inventory space. Maybe by adding the "backpack" research option?
- Inventory space 2: Allow us to "destroy" stuff to get rid of "burner mining drill" and so on. Maybe adding a recycling plant? Everything put into it is giving you 50% of the initial copper and iron cost out?
- Rails are quite expensive when compared to belts. To encourage their use I would change the steel cost to a pure iron plate cost.
- Overall it seems that quite a bit of iron is used, but not so much copper? Maybe tweak the recipes here and there for a later release.