Radar cost increase/balancing
Posted: Sat May 06, 2017 3:27 pm
Background:
0.15 has massively increased the usefulness of the radar, with the new zoom function it has become almost essential to the new play style. I believe it should be re-balanced with at least a significant increase in price. In 0.14 the radar was 'generally' non-essential on vanilla maps as its only/main purpose for a player was scanning unexplored areas (and refreshing existing squares).
It is a primitive technology that takes you all the way to end-game which is very uncommon for Factorio. In a game which is about constantly upgrading/advancing, I think giving the player this item from the beginning and cheaply is a bit too much. You spend a lot of resources on roboports which now go hand in hand with radars, yet their prices are miles apart.
I have seen many suggestions stating this technology should be locked to requiring a satellite to be launched, Which I disagree with. At that stage in the game, the player has skipped a significant chunk of the game where that technology would have been useful. I believe the satellite could support additional radar like functions, but that is not the point of this thread.
Suggestions: (Any one or combination of the following)
Summary:
Generally, It feels a bit cheap to carry this primitive technology to 'end game' where I need to space them out with my expensive roboports. Radars are the only technology that the player uses the same at the start as they do at the end of the game, with others things like miners able to be given modules and research upgrades. If you feel they should be available early game, at least increase their recipe price or power requirement to at least make it difficult to justify building in the beginning. With the increased reliance on radars in 0.15, I feel they need to be revisited.
0.15 has massively increased the usefulness of the radar, with the new zoom function it has become almost essential to the new play style. I believe it should be re-balanced with at least a significant increase in price. In 0.14 the radar was 'generally' non-essential on vanilla maps as its only/main purpose for a player was scanning unexplored areas (and refreshing existing squares).
It is a primitive technology that takes you all the way to end-game which is very uncommon for Factorio. In a game which is about constantly upgrading/advancing, I think giving the player this item from the beginning and cheaply is a bit too much. You spend a lot of resources on roboports which now go hand in hand with radars, yet their prices are miles apart.
I have seen many suggestions stating this technology should be locked to requiring a satellite to be launched, Which I disagree with. At that stage in the game, the player has skipped a significant chunk of the game where that technology would have been useful. I believe the satellite could support additional radar like functions, but that is not the point of this thread.
Suggestions: (Any one or combination of the following)
- Increase the recipe price of the radar.
Current: 5x Electronic Circuit, 5x Iron Gear Wheel, 10x Iron Plate | Suggested: 20x Electronic Circuit, 15x Iron Gear Wheel, 25x Iron Plate
This is a key machine for any factory/map and with its current price, I am often able to craft many of them simply with the basic items in my inventory. For other machines you typically find yourself needing to find or craft many additional products. - Increase the power usage of the radar.
Current: 300kW | Suggested: ~1MW
Force the player to need a substantial power supply to power them. For comparison, an electric furnace requires 180kW. For the job of a radar compared to a single electric furnace, I think the radar should require a lot more power. I know they have a significant pollution effect, however I don't think this is enough of a cost. - Add radar as a research unlock
I've seen this suggested on here before and staff say "I don't really see any gameplay benefit". I think it is more about logic. Having this technology available from the start (with electricity) seems a bit out of place. From a period of burner miners and inserters and using basic steam power, I don't think large active radar installations fit with this technological age. All other electric machines (apart from the miner) require research. I don't think it is necessary for a player to build in the early game anyway, with all resource collecting being done very close to spawn including in rail world. I would suggest at least a basic red research requirement. - Add a new radar tier/upgrade
Similar to other machines, add multiple tiers to be researched. "Basic Radar" and "Advanced Radar" for example.
Basic Radar - Shows a small persistent square (maybe slightly more fuzzy) and scans a smaller radius of the sector (50% of current).
Advanced Radar - Acts the same as the current radar in terms of sizes and function.
You could also add a research tree for the radar, to increase its speed and active range (persistent square).
Summary:
Generally, It feels a bit cheap to carry this primitive technology to 'end game' where I need to space them out with my expensive roboports. Radars are the only technology that the player uses the same at the start as they do at the end of the game, with others things like miners able to be given modules and research upgrades. If you feel they should be available early game, at least increase their recipe price or power requirement to at least make it difficult to justify building in the beginning. With the increased reliance on radars in 0.15, I feel they need to be revisited.