For people lazy to read the complete message, you can read the conclusion behind. For developers at least, I think it will be interesting for you to read it entirely.
I think that in order to improve the research, things should be looked in a more general point of view of the game. By doing that, we can see that it's becoming too much repetitive: for each new item, what we basically have to do is just to put belts for the ingredients, then the assembler and finally get the result, as usual, which I don’t really find funny once I have done it many times. Instead, let’s have a look at the (unordered) steps of the game which really enable it to have diversity:
1) Collecting matter with a pickaxe and making more advanced products thanks to furnaces
2) Automatizing mines
3) Energy
4) Automatizing production with assemblers, belts…
5) Research
6) Military
7) Adding diversity to the points 2, 3 and 4 thanks to fluids
8) Transportation
9) Robots
10) Logical circuits
11) Collaborative multiplayer
But my feeling is that the point 4 is becoming way too big, and the point 5 as well because it increases the point 4, making the game repetitive at some point. Yet the research needs to be restructured because there is not enough time to test the new elements before making further researches, it is not a big fun to repeat exactly the same methods every time just to produce new items or to produce more.
- I think that efforts should rather be spent to improve:
6) The military because the guns are not enough effective at all and the only way is to cheat using turrets
7) The pipes going through a long distance, and annoying players every x tiles
8) The trains because it is impossible to track every single train and to reschedule everything each time a base is removed or a new one is created: a research could make trains autonomous so that they go from providing station to a requiring one by themselves
9) Robots should be revised (I don’t want to get the trash of somebody else just because I have a personal roboport)
- And to add:
12) PvP, which is what you already are doing
13) Nuclear power, as introduced in a previous FF (
https://www.factorio.com/blog/post/fff-151), which would not expand the point 4 but could use new methods. The FF itself describes it very well: « we wanted to do it properly. Some kind of "mine uranium -> put it into boiler" wouldn't be a proper use of the potential at all ». There are many interesting ideas in the comments (like using the logical circuits).
14) Controllable and semi-autonomous robots, so that the user can make actions in a larger scale: letting them build the rails drawn in a map, or sending special ones to fight (which could especially be useful for the PvP)
15) Communicating by voice with other players. At start, it be only be possible to hear other players’ voice when they are close, but later, thanks to technologies, it could become possible to hear them everywhere. Useful for the points 11 and 14.
16) Using the possibilities of water (different transportation, matters to collect…)
17) Going to other planets
18) Many other ideas proposed by the community or implemented in mods
Conclusion
My point it that rather than just increasing the overused “ingredients → assembler/refinery → outcome” system, for example by adding too many intermediate products or science recipes, the game should better be added completely new features (and fixed the ones which don’t work very well like the military), to make increase the diversity and not the repetitivness.
EDIT: Something that I haven't seen in this thread but that should probably checked for the PvP mode is how to deal with rails intersections between different teams.