On Plot and Science
Posted: Wed Oct 28, 2015 4:03 pm
Hey everyone, so I had this idea on a potential plot for Factorio, along with a small change in science that would go with said plot to replace melting down inserters and belts into magic green science-y goo. Here's the premise:
The year is 4201 and human civilization is out expanding among the stars. We have the technology, what we do not have are the resources. That's where you come in. We'll sell you an entire planet on the cheap. In return, we need you to turn this inhospitable mass of rock into a proper mining colony and space factory. We'll give you the technology, but in return we'll require compensation in the form of common material goods that will in turn go to the building of other colonies.
The suggested change to technology is to make it more of a store-like purchase. The science center would become a science exchange center. In an assembling machine,you select the Tier Two Science Package, put in some inserters and belts, and they are "assembled" into a level two science "package" (instead of a potion). These are moved to the science exchange center, where they are beamed up to the mother ship in exchange for new technology.
Like I said, it involves a few minor changes(mostly sprites and item names), but the mechanics could be essentially kept the same. I know this probably belongs on the suggestions board, but I wanted to get some more opinions on it first. What do you guys think? Do you like the current science setup or would you prefer something that fits within an overarching plot?
The year is 4201 and human civilization is out expanding among the stars. We have the technology, what we do not have are the resources. That's where you come in. We'll sell you an entire planet on the cheap. In return, we need you to turn this inhospitable mass of rock into a proper mining colony and space factory. We'll give you the technology, but in return we'll require compensation in the form of common material goods that will in turn go to the building of other colonies.
The suggested change to technology is to make it more of a store-like purchase. The science center would become a science exchange center. In an assembling machine,you select the Tier Two Science Package, put in some inserters and belts, and they are "assembled" into a level two science "package" (instead of a potion). These are moved to the science exchange center, where they are beamed up to the mother ship in exchange for new technology.
Like I said, it involves a few minor changes(mostly sprites and item names), but the mechanics could be essentially kept the same. I know this probably belongs on the suggestions board, but I wanted to get some more opinions on it first. What do you guys think? Do you like the current science setup or would you prefer something that fits within an overarching plot?