Beacon Transmission Frequency Bands (Inspired by IRL Radio)
Posted: Tue May 07, 2024 8:31 am
TL;DR
An alternative base beacon which transmits over different layers (frequency bands); with each layer being researchable and offering its own kind of benefit, effect radius, energy requirement, and overlap effects.What ?
Inspired by IRL radio frequency bands:- Transmission frequency bandwidths: Beacons start off with being able to transmit over one 'frequency' coverage layer, say MF.
- Beacon Interference: Overlapping coverages may, in lieu of 'Overload', (i) reduce benefits, or; (ii) provide only N layer(s') worth of of benefits, or; (iii) 'overload' by canceling benefits, or worse; (iv) 'interfere' making things worse than if there were no beacons at all. Hmm, I wonder how lightning strikes could impact things...
- Base beacons would all default to transmitting over Medium Frequency (MF) with a medium-sized coverage area. Other MF towers nearby would have, perhaps, zero overlap or interference effect.
- We could then research higher frequencies (HF, VHF, UHF, SHF, EHF) with (i) increasing 'information' benefits, at (ii) decreasing coverage radius (like IRL), (iii) increasing interference penalties, and (iv) higher power costs) or; Lower bands (i.e. LF, VLF) with (i) decreased 'information' benefits, (ii) increasing radius (LF, VLF would have a HUGE radius), and (iii) better overlap effects, or maybe just 'overlap detriment avoidance', at a (iv) MUCH lower ongoing power cost.
- Overlap Options Overlap effects vary by frequency, with whatever consequence devs prefer (from harmless, helpful, benefit-killing to downright hurtful), and where these consequences can be either diminishing, additive or whatever.
- Construction / sprite options How many frequencies allowed per beacon? All? One? Different number of bands packed into a beacon depending on sprite size?
Why ?
From https://factorio.com/blog/post/fff-409:I completely agree with the desired outcomes as well as the changes to improve how they'll be achieved.The main purpose of beacons is to allow massively increasing your production in the late game while being more than just a module or a faster machine. To make use of beacons you need to adjust your building layout for them.
[...]
Since there aren't many other significant alternatives to these two layouts, all in all using beacons seems restrictive on build variety and tends to feel monotonous and uninteresting, especially compared to how varied the earlier stages of the game are.
I think this proposal adds dials to
- Encourage players to want to modify and/or improve their factory layouts over the course of a playthrough; and
- Offer an optimization challenge for the true min-maxers, offering potential complexity that only smart planning and calculations can fully optimize, with through-playthrough increasing layout variance and complexity!
I kind of kept this intentionally vague, as it should just leave room to inspire modders.