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)
More (minor) technologies
Moderator: ickputzdirwech
Re: More (minor) technologies
Agreed. How about player crafting speed research?(https://forums.factorio.com/forum/vie ... =6&t=16085)
Or even Walk speed?
Or even Walk speed?
~1200+ hours clocked in factorio. Avid KSP and Factorio player
Re: More (minor) technologies
Fortunately for you, you can upgrade power armor to increase walking speed.TuckJohn wrote:Agreed. How about player crafting speed research?(https://forums.factorio.com/forum/vie ... =6&t=16085)
Or even Walk speed?
Re: More (minor) technologies
How about some techs to upgrade mobile power modules? Those portable roboports keep my batteries empty more often than not.
Re: More (minor) technologies
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.
It's fine that it's fast, but it's particularly annoying that you keep missing the item you want to pick up.