Late Game Research
Posted: Mon Oct 05, 2015 11:38 pm
The most recent Friday Factorio Facts brought up a good way of describing game enjoyment (EEI). While that post was mainly about making sure players have a good EEI in the first few hours, it is still a valid concept even at hour 50 (or 200, or whatever crazy number people are at).
One of the issues that hurts my late game enjoyment is running out of research. But even before you research everything you get to a point where you have researched everything that you plan on using (Combat robot follower count, and shotgun upgrades are always the last ones for me). At that point you keep your factory running and you do make some progress but it isn't very satisfying. It feels like just checking off boxes on a giant checklist.
Here are two goals that I believe would make late game research much more enjoyable.
One easy way to achieve this is to have incremental upgrades, which the game does for combat (bullet/laser, speed/damage) and some logistics (robot speed/count/capacity, and inserted stack size). But I think this concept could be applied to far more aspects of the game.
One issue with incremental upgrades is that they don't seem very exciting (robot follower count 15...). To counter this I suggest having a unique bonus every 5/10 levels or at the end of the tree.
A few examples:
Although having a few end of tree bonuses that alter core items (like increasing power pole radius, and perhaps underground belt distance) would provide a couple of interesting benefits.
One of the issues that hurts my late game enjoyment is running out of research. But even before you research everything you get to a point where you have researched everything that you plan on using (Combat robot follower count, and shotgun upgrades are always the last ones for me). At that point you keep your factory running and you do make some progress but it isn't very satisfying. It feels like just checking off boxes on a giant checklist.
Here are two goals that I believe would make late game research much more enjoyable.
- Enough research options that you feel like you are making a real choice
- Reward specialization so that you have an incentive to make this factory different than the last one
One easy way to achieve this is to have incremental upgrades, which the game does for combat (bullet/laser, speed/damage) and some logistics (robot speed/count/capacity, and inserted stack size). But I think this concept could be applied to far more aspects of the game.
One issue with incremental upgrades is that they don't seem very exciting (robot follower count 15...). To counter this I suggest having a unique bonus every 5/10 levels or at the end of the tree.
A few examples:
- Radar - Each level: +25% faster scanning speed/increase max scanning distance by 1 - Every 5 levels: Extend continuous scanning range by 1 (8x8 chunks, then 9x9 chunks)
- Energy distribution - Each level: -2% power consumption for all entities - End of tree bonus: Extend power pole radius by 1
- Solar Power Efficiency - Each level: +5% power generation from solar panels - End of tree bonus: Solar Panel Mk2
- Steam Power Efficiency - Each level: Boilers consume 5% less coal (or coal provides 10% more energy) - End of tree bonus: Steam Engine Mk2
- Inventory - Each level: Increase player inventory by 2 slots - End of tree bonus: Double item stack size
- Mining Drills - Each level: +5% mining speed - End of tree bonus: Increase mining area by 1 (5x5 -> 6x6)
- Logistics - Each level: Increase max underground belt/pipe distance by 1
- Oil - Each level: +5% speed for pumpjacks - End of tree: Improved cracking recipe
- Tank - Each level: +1% movement speed, End of tree: Tank Mk2 or perhaps just boost the stats of the current tank (armor/health)
Although having a few end of tree bonuses that alter core items (like increasing power pole radius, and perhaps underground belt distance) would provide a couple of interesting benefits.
- It would encourage you to keep discovering new layouts and new designs throughout the game. Like the change from small power pole layouts to medium power pole layouts.
- If these techs are really deep enough and expensive enough it would be unlikely that you unlock all of them in every play through so you wouldn't just have the same set of layouts that you use every time.