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More (minor) technologies

Posted: Thu Sep 24, 2015 12:12 pm
by SomeDuder
I'd like to see more technologies available for research, but not the typical technologies which are needed to unlock structures and items.

What I'm looking for are technologies that give a (very minor) bonus to certain mechanics, like a tech that gives a 1%-5% speed bonus to transport belts, or trains. Or a tech which increases the armor of buildings/vehicles/whatever. A current in-game example would be the "Bullet speed" or "Turret damage" techs.

And the idea is that while the bonus is very minor, the costs are very low as well. Ideally, these would be research projects that you start when you don't feel like taking on yet another 200 x SP technology, but don't want to let the labs run idle or lack the resources for. And of course different tiers in those technologies. So yea, basically something that fills up the technology tree (When it's finally implemented, that is)

Re: More (minor) technologies

Posted: Thu Sep 24, 2015 1:11 pm
by TuckJohn
Agreed. How about player crafting speed research?(https://forums.factorio.com/forum/vie ... =6&t=16085)
Or even Walk speed?

Re: More (minor) technologies

Posted: Sun Sep 27, 2015 5:01 pm
by kel
TuckJohn wrote:Agreed. How about player crafting speed research?(https://forums.factorio.com/forum/vie ... =6&t=16085)
Or even Walk speed?
Fortunately for you, you can upgrade power armor to increase walking speed.

Re: More (minor) technologies

Posted: Sun Sep 27, 2015 8:55 pm
by lancar
How about some techs to upgrade mobile power modules? Those portable roboports keep my batteries empty more often than not.

Re: More (minor) technologies

Posted: Mon Sep 28, 2015 5:38 am
by kiba
The problem with increased walking speed is that you can no longer do 'fine' walking.

It's fine that it's fast, but it's particularly annoying that you keep missing the item you want to pick up.