Option to deal with korean research system
Posted: Wed Jun 12, 2013 2:51 pm
I "play" factorio right from first public version and notice no improvements at research part of game, it was mindless grinding at begining, it still mindless grinding.
Entire meaning of current research "system":
To research A you must do B X times, this will cost Y seconds per B.
Every research is same, midgame researched cost 60 second per step with 100 steps, forcing player to grind a lot just to get things he want, this good for games with donate (to speedup process for real money) but not for sandbox.
Most techs about open something usefull that locked for no reason, grind a bit faster or survive zerg waves.
Due bottlenecks like steam engine, miner or furnace you cant speedup process, only option to run more processes.
It will be much more logical if something like prototype system implemented:
0) Crafting by hand without tech not allowed and does not contribute to any tech.
1) Only automated assembly lines provide any tech and can craft items without tech.
2) With each item crafted, tech points generated, if item failed, more tech points generated.
3) Tech points improve chances to craft item, if chance go over 100% - provide chance to create improved version of item, like Furnace 3 or Pistol X.
4) Not needed items can be "researched" inside lab, this provide additional tech points.
5) If tech points reach specific value advanced version of item unlocked, like Iron Furnace or Deep Miner.
6) Tech tracked per type, crafting\researching furnaces does not improve guns and guns wont improve furnaces.
Player can decide to build Steel Furnace directly without unlocking tech first, due to lack of tech, process will suffer from fail rate (that can be over 100% to indicate how far player from needed tech), this will allow player to push research in needed direction and possibly get improved version of furnace long before tech is fully opened.
Items crafter without tech named "X Prototype", with decreased stats but bonus tech points if researched at lab.
Same for anything else, such system will give player a chance to get whatever he want without mindless grinding and much more faster.
Fail rate in case of simple items shoud never reach 90%, soo player will have ability to craft anything right from begining at 10x cost.
Since over time tech will allow better versions of same items, some job to replace outdated components will keep player busy.
Discuss.
Entire meaning of current research "system":
To research A you must do B X times, this will cost Y seconds per B.
Every research is same, midgame researched cost 60 second per step with 100 steps, forcing player to grind a lot just to get things he want, this good for games with donate (to speedup process for real money) but not for sandbox.
Most techs about open something usefull that locked for no reason, grind a bit faster or survive zerg waves.
Due bottlenecks like steam engine, miner or furnace you cant speedup process, only option to run more processes.
It will be much more logical if something like prototype system implemented:
0) Crafting by hand without tech not allowed and does not contribute to any tech.
1) Only automated assembly lines provide any tech and can craft items without tech.
2) With each item crafted, tech points generated, if item failed, more tech points generated.
3) Tech points improve chances to craft item, if chance go over 100% - provide chance to create improved version of item, like Furnace 3 or Pistol X.
4) Not needed items can be "researched" inside lab, this provide additional tech points.
5) If tech points reach specific value advanced version of item unlocked, like Iron Furnace or Deep Miner.
6) Tech tracked per type, crafting\researching furnaces does not improve guns and guns wont improve furnaces.
Player can decide to build Steel Furnace directly without unlocking tech first, due to lack of tech, process will suffer from fail rate (that can be over 100% to indicate how far player from needed tech), this will allow player to push research in needed direction and possibly get improved version of furnace long before tech is fully opened.
Items crafter without tech named "X Prototype", with decreased stats but bonus tech points if researched at lab.
Same for anything else, such system will give player a chance to get whatever he want without mindless grinding and much more faster.
Fail rate in case of simple items shoud never reach 90%, soo player will have ability to craft anything right from begining at 10x cost.
Since over time tech will allow better versions of same items, some job to replace outdated components will keep player busy.
Discuss.