Idea: Replace "research" with "prototyping"
Posted: Sun Feb 05, 2017 6:08 pm
Hey everyone. Haven't seen this posted anywhere, sorry if I'm late to the party.
I love this game. It tickles all the right spots in my brain and is one of the few games I can still devote hours to and not regret it.
There is, however, one problem that bugs me every time I play. I can accept the hand-wavery around how everything works (how do the belts get power? How can I reach things so far away? Don't worry about it, it's just a game), but the way science works makes zero sense to me. Why does adding the same gear and plate over and over result in new knowledge? How does adding a battery and steel and a filter inserter 1000x times result in both flying robots and power armor? Why do I need filter inserters and batteries to improve my gun turret damage beyond a certain point? Why do I have all this advanced technology but I apparently can't use it without sacrificing thousands of circuits to the science gods? Does this civilization I belong to not have computers and data storage?
The game is fun, and the system provides a great way to balance gameplay, but it just doesn't make any sense. I end up resenting the process because I feel like I have to fight the science pack system - instead of making things I want, I have to devote tons of space and resources to just science pack manufacture.
I had an idea last night that I'd love to see in a future release. It would be a MASSIVE departure from the way things work currently, so I know a lot of people would oppose it on those grounds. But I think it would make the game more fun and more logical, while retaining the same or more difficulty and allowing the devs to tune difficulty and tech balancing more easily.
What I'm envisioning is throwing out all the science labs and assorted apparatus, including the science packs. Instead, we have a new building - think assembly machine sized, with the same tier progression. Call it a research lab, you could use the same sprite and color it differently for all I care, although in my head the labs connect together - more on that later.
Instead of assembling and delivering science packs, you'd deliver raw materials - the kicker is that you have to deliver the components that make the thing you're researching. The "lore" would be that you need to prototype the new invention until you get it to work. This would also solve the 'knowledge gap' - the idea would be that you already know about the theories behind all this stuff but you need to figure out how to manufacture it on this planet.
So, to start the research process in a new game, you build a Prototyping Lab. Instead of science packs, to unlock logistics you have to deliver it copper plates and gear wheels - skip the red pack manufacture. The plant would have an internal inventory you could dump the items in until you get mass production going. Later you could belt the items over and use inserters to get them in.
Skip ahead a bit. Now you want to unlock steam engines. Instead of being able to make it right away, maybe the devs want to require a bit more teching up (this is just an example). So you now have to manufacture pipes - let's say 300 pipes plus 300 iron plates. You could make them manually and drop them in, or belt them, but you've already used belts for your previous researches and you're out of room. So you plunk down another one, and they connect together. Now you have room for twelve item inputs - three per side, times two labs.
Don't have room to add any more labs stacked together? Or maybe you want to research advanced oil processing and you need to hook up oil directly to the lab? Well, first you'll need a tier 2 Lab that has the pipe input (just like assembling machines 2 - this is also how you increase research speed, the labs would be faster at each tier instead of requiring more research - because they're basically just factories it makes sense that you could build better ones later on). But your oil processing is really remote from your lab area and piping all that up across your factory is virtually impossible. So you plunk down two or three labs near your oil field. But how do they connect? You use a new kind of cable (let's say 4x copper cable + 1 copper plate yields purple cable, as an example) and you can string these 'data cables' across power lines to connect them. Now the labs are effectively the same unit connected by 'ethernet', and you've also introduced the player to cable-laying and network gameplay features which gives you a nice segue into the circuit network stuff.
Uh oh, gun turrets are not effective enough. Time to make a factory area to mass produce gun turrets and firearm magazines and pipe them into the lab for prototyping. The more you can produce, the faster you can unlock better damage and shooting speed.
Time for laser turrets! Better be prepared to belt in your circuits, steel, and batteries! No more unlocking a technology and then realizing you can't use it yet because you are nowhere near prepared to make the components for it. (Seriously, you can research laser turrets super early on but you can't really make them until you are basically ready to make science pack 3 en masse!)
I think this would be a much more natural-feeling way to do science research. I think this could be easily adjusted to retain the same basic difficulty and tiering we have now by balancing the requirements for each tech. It would integrate much more naturally with the existing factory systems, because you're just siphoning off some of the stuff you're already making to do research on it, instead of adding whole new assembly areas for useless items.
Benefits:
1) Solves the logic gap between what we're doing to get research, and the results
2) Allows far more flexible difficulty tuning
3) Encourages the player to build out their factory in step with their research needs
4) Ties game progression to factory scale much more closely and logically
5) Does away with the science manufacturing requirements in favor of requiring factories for each new tech you want to unlock
6) No more useless items - no more filter inserter mass production until/unless you are ready to make them for yourself
7) Could provide a structured in-game tutorial/hint system - instead of having to figure out each item, the lab could just tell you what you need to provide to unlock the research you want
8) Could easily retain existing tech tree GUI and structure for consistency, just change the requirements for the individual items
Drawbacks:
1) Major change in how the game works
2) Would be a massive amount of work to implement
3) Could make the game too hard too quickly, as you would need to make a LOT more assembly areas than you do now
4) Could provide far too much strain on resource production if not balanced correctly
What do you guys think? Sorry I didn't have time to make a sample set of images of what I'm talking about, but I think it's pretty straightforward. Maybe this is too ambitious and would have to wait until Factorio 2 or something, but I'd love to see some future release switch to a system like this.
I love this game. It tickles all the right spots in my brain and is one of the few games I can still devote hours to and not regret it.
There is, however, one problem that bugs me every time I play. I can accept the hand-wavery around how everything works (how do the belts get power? How can I reach things so far away? Don't worry about it, it's just a game), but the way science works makes zero sense to me. Why does adding the same gear and plate over and over result in new knowledge? How does adding a battery and steel and a filter inserter 1000x times result in both flying robots and power armor? Why do I need filter inserters and batteries to improve my gun turret damage beyond a certain point? Why do I have all this advanced technology but I apparently can't use it without sacrificing thousands of circuits to the science gods? Does this civilization I belong to not have computers and data storage?
The game is fun, and the system provides a great way to balance gameplay, but it just doesn't make any sense. I end up resenting the process because I feel like I have to fight the science pack system - instead of making things I want, I have to devote tons of space and resources to just science pack manufacture.
I had an idea last night that I'd love to see in a future release. It would be a MASSIVE departure from the way things work currently, so I know a lot of people would oppose it on those grounds. But I think it would make the game more fun and more logical, while retaining the same or more difficulty and allowing the devs to tune difficulty and tech balancing more easily.
What I'm envisioning is throwing out all the science labs and assorted apparatus, including the science packs. Instead, we have a new building - think assembly machine sized, with the same tier progression. Call it a research lab, you could use the same sprite and color it differently for all I care, although in my head the labs connect together - more on that later.
Instead of assembling and delivering science packs, you'd deliver raw materials - the kicker is that you have to deliver the components that make the thing you're researching. The "lore" would be that you need to prototype the new invention until you get it to work. This would also solve the 'knowledge gap' - the idea would be that you already know about the theories behind all this stuff but you need to figure out how to manufacture it on this planet.
So, to start the research process in a new game, you build a Prototyping Lab. Instead of science packs, to unlock logistics you have to deliver it copper plates and gear wheels - skip the red pack manufacture. The plant would have an internal inventory you could dump the items in until you get mass production going. Later you could belt the items over and use inserters to get them in.
Skip ahead a bit. Now you want to unlock steam engines. Instead of being able to make it right away, maybe the devs want to require a bit more teching up (this is just an example). So you now have to manufacture pipes - let's say 300 pipes plus 300 iron plates. You could make them manually and drop them in, or belt them, but you've already used belts for your previous researches and you're out of room. So you plunk down another one, and they connect together. Now you have room for twelve item inputs - three per side, times two labs.
Don't have room to add any more labs stacked together? Or maybe you want to research advanced oil processing and you need to hook up oil directly to the lab? Well, first you'll need a tier 2 Lab that has the pipe input (just like assembling machines 2 - this is also how you increase research speed, the labs would be faster at each tier instead of requiring more research - because they're basically just factories it makes sense that you could build better ones later on). But your oil processing is really remote from your lab area and piping all that up across your factory is virtually impossible. So you plunk down two or three labs near your oil field. But how do they connect? You use a new kind of cable (let's say 4x copper cable + 1 copper plate yields purple cable, as an example) and you can string these 'data cables' across power lines to connect them. Now the labs are effectively the same unit connected by 'ethernet', and you've also introduced the player to cable-laying and network gameplay features which gives you a nice segue into the circuit network stuff.
Uh oh, gun turrets are not effective enough. Time to make a factory area to mass produce gun turrets and firearm magazines and pipe them into the lab for prototyping. The more you can produce, the faster you can unlock better damage and shooting speed.
Time for laser turrets! Better be prepared to belt in your circuits, steel, and batteries! No more unlocking a technology and then realizing you can't use it yet because you are nowhere near prepared to make the components for it. (Seriously, you can research laser turrets super early on but you can't really make them until you are basically ready to make science pack 3 en masse!)
I think this would be a much more natural-feeling way to do science research. I think this could be easily adjusted to retain the same basic difficulty and tiering we have now by balancing the requirements for each tech. It would integrate much more naturally with the existing factory systems, because you're just siphoning off some of the stuff you're already making to do research on it, instead of adding whole new assembly areas for useless items.
Benefits:
1) Solves the logic gap between what we're doing to get research, and the results
2) Allows far more flexible difficulty tuning
3) Encourages the player to build out their factory in step with their research needs
4) Ties game progression to factory scale much more closely and logically
5) Does away with the science manufacturing requirements in favor of requiring factories for each new tech you want to unlock
6) No more useless items - no more filter inserter mass production until/unless you are ready to make them for yourself
7) Could provide a structured in-game tutorial/hint system - instead of having to figure out each item, the lab could just tell you what you need to provide to unlock the research you want
8) Could easily retain existing tech tree GUI and structure for consistency, just change the requirements for the individual items
Drawbacks:
1) Major change in how the game works
2) Would be a massive amount of work to implement
3) Could make the game too hard too quickly, as you would need to make a LOT more assembly areas than you do now
4) Could provide far too much strain on resource production if not balanced correctly
What do you guys think? Sorry I didn't have time to make a sample set of images of what I'm talking about, but I think it's pretty straightforward. Maybe this is too ambitious and would have to wait until Factorio 2 or something, but I'd love to see some future release switch to a system like this.