Coal Electricity separation.
Posted: Thu May 22, 2014 3:13 am
I decided to start a new thread since this is a specific suggestion, even though it falls under general "Early game rebalance"
From the beginning there are multiple problems associated with current early game:
- cumbersome burner inserters
- overall inferiority towards electric systems
- significantly different belt design, resulting in painful upgrade.
All these problems ensure, that players will spend as little (if any) time at coal age and advance right away to electric age.
Changing research, or making electricity more expensive won't help this problem much. Since players will be "forced" to remain in coal age longer they might hate it even more resulting in less enjoyable gameplay. As such I've decided to approach this from another angle:
Make "Coal age" less of early stage, but separate stage.
- While it is available from beginning make it useful during later game as well.
- Remove \ replace burner inserters
- Shift idea from "pre-electric" to "coal"
Best solution I've come up with - Belts and possibly pipes. Since electric designs rely heavily on inserters and robots, coal age machinery could use more direct approach working with most basic modes of transportation . Imagine electric furnaces working as they are right now, while coal furnaces have direct belt input slots, and output into belts as well similarly how liquids are handled now. To expand even further it could be possible to split priorities of each type, electric favoring efficiency, while coal favoring speed.
Absence of burner inserters as well as belts working autonomously allows quick and robust automation even at early levels making it less of a headache as well.
Obviously using coal as main fuel for everything won't work as such I would propose using steam and at later stages oil and oil products as viable upgrade of the "coal path"
Problems
- needs complete redesign of multiple structures.
- needs new forms of energy (steam\fuel) implementation for advanced machinery.
From the beginning there are multiple problems associated with current early game:
- cumbersome burner inserters
- overall inferiority towards electric systems
- significantly different belt design, resulting in painful upgrade.
All these problems ensure, that players will spend as little (if any) time at coal age and advance right away to electric age.
Changing research, or making electricity more expensive won't help this problem much. Since players will be "forced" to remain in coal age longer they might hate it even more resulting in less enjoyable gameplay. As such I've decided to approach this from another angle:
Make "Coal age" less of early stage, but separate stage.
- While it is available from beginning make it useful during later game as well.
- Remove \ replace burner inserters
- Shift idea from "pre-electric" to "coal"
Best solution I've come up with - Belts and possibly pipes. Since electric designs rely heavily on inserters and robots, coal age machinery could use more direct approach working with most basic modes of transportation . Imagine electric furnaces working as they are right now, while coal furnaces have direct belt input slots, and output into belts as well similarly how liquids are handled now. To expand even further it could be possible to split priorities of each type, electric favoring efficiency, while coal favoring speed.
Absence of burner inserters as well as belts working autonomously allows quick and robust automation even at early levels making it less of a headache as well.
Obviously using coal as main fuel for everything won't work as such I would propose using steam and at later stages oil and oil products as viable upgrade of the "coal path"
Problems
- needs complete redesign of multiple structures.
- needs new forms of energy (steam\fuel) implementation for advanced machinery.