Balancing of Modules - Productivity & Efficiency 3
Posted: Thu Oct 06, 2016 2:02 pm
As of now, modules are quite inbalanced, in particular Productivity & Efficiency Modules 3.
For Efficiency Modules:
As probably most people at some point realized, Efficiency Modules are your no-brainer-solution to efficience. They are cheap, they are ridiculously powerful, have no drawbacks, and their Tier 3 serves no purpose at all.
For Productivity Modules:
While their price seems almost fair, I'd be glad if their price would further increase in terms of copper, and in their stead decrease in terms of iron. Even though it's not completely bad, I'm still having second thoughts whenever I'm seeing the whopping 1000 iron plates that are needed for Tier 3 Productivity Modules, meaning that even if you (as generally should be the case) got excess copper, mustering up the iron can be a challenge all by itself in resource-starved scenarios (even though these should be their strong-point).
Furthermore, the insane energy costs of a whole setup that takes no compromise on Production Speed are pretty hard on players that are fighting off a lack of coal & oil (I'm not even going into solar modules). In these scenarios, the magical conversion from energy to matter hinders the pay-off, if not completely overrides it.
Speed Modules:
They are pretty much doing what's in their job description: Fasten up a production, so a smaller set-up gets the same results, even though on the cost of energy. The only thing that's bugging me here, and that is probably a side note, that the benefit of T3 over T2 in this case should be increased production speed rather than increased energy-efficiency.
But back to Productivity Modules:
As already mentioned, I'd like to shift their resource focus further to copper, and away from iron. This is based on the assumption, which I think is solid, that iron sees way heavier expenditure than copper. As such, excess copper is rather easy to find, and the main cost of modules therefore is the iron, which might even force the player to wage a war against the biters for it, or cut off iron production somewhere else.
The energy problematic should be handled through the changes towards Efficiency Modules.
Efficiency Modules:
The most obvious way of nerfing Efficiency Modules would be increasing the minimum power consumption of buildings. While 20% sounds quite utopian, it ... well, is utopian. Even if such a threshold would be possible, there'd have to be a mechanic promoting Tier 3 Efficiency Modules.
The main balance points of Efficiency Modules are:
1) The minimum threshold of energy consumption
- with special focus on Assembling Machines, Electric Furnaces and Pumpjacks
(especially in combination with Productivity/Speed)
2) The energy cost of beacons that is irreducible
- The number of intern Module slots per building
(e.g. 2 for all the oil stuff, Electric Furnaces and T2-Assembling Machines)
3) The low effect range and high space consumption of Beacons
My balancing approach therefore:
Efficiency modules' effects should be made multiplicative, so that it reduces the energy consumption after all other buffs have been applied, and the values of Efficiency 1, 2 and 3 adjusted to 10%, 30% and 50%. That way, two T2 Modules reach 0.7² = 0.49, and by that the threshold for most buildings without beacons, but so would just one T3 module.
So, if you feel like it, even 25% would be possible with two T3 Modules. Now, since Efficiency Modules work multiplicative, so does the minimum threshold , so that it becomes 20% of what the power consumption would be without the modules, and I think we're arriving at a pretty good compromise for both single use in regular facilities as in designated use in hybrid systems.
If that shouldn't be enough to regulate efficiency by ressource price, there'd be the additional (and sensible) approach of punishing any sort of hold-up. An efficient factory is a factory in which every part has its place, and everything runs smooth and steady. Any kind of hold-up is a sin, it forces the whole factory to come to a grinding halt, and it takes time to get back to its peak efficiency. So the alternative balancing approach would be to increase the energy consumption during the warming up (and idle?), and only decreasing the energy consumption during orderly functioning.
A last word towards the combination of Efficiency, Productivity and Speed. While it is true that the proposed changes radically improve the efficiency of hybrid systems, I don't see the sin in it. First, there is the fundamental restriction in combination of Modules that comes by slots & space. If you're really intent on grinding up a single factory, I think with 4 intern slots and 12 Beacons you reach the maximum possible. But a design like this has its own disadvantages:
First, and overall, it looks incredibly ugly, so I'd be surprised seeing people ever preferring this method.
Second, it only is an alternative setup to an array of Assembling Machines, and comes with its own trials.
Third, Productivity Modules are still limited to intern Module slots, so any fairy tales of ever-producing ores will most definitely stay fairy tales.
For Efficiency Modules:
As probably most people at some point realized, Efficiency Modules are your no-brainer-solution to efficience. They are cheap, they are ridiculously powerful, have no drawbacks, and their Tier 3 serves no purpose at all.
For Productivity Modules:
While their price seems almost fair, I'd be glad if their price would further increase in terms of copper, and in their stead decrease in terms of iron. Even though it's not completely bad, I'm still having second thoughts whenever I'm seeing the whopping 1000 iron plates that are needed for Tier 3 Productivity Modules, meaning that even if you (as generally should be the case) got excess copper, mustering up the iron can be a challenge all by itself in resource-starved scenarios (even though these should be their strong-point).
Furthermore, the insane energy costs of a whole setup that takes no compromise on Production Speed are pretty hard on players that are fighting off a lack of coal & oil (I'm not even going into solar modules). In these scenarios, the magical conversion from energy to matter hinders the pay-off, if not completely overrides it.
Speed Modules:
They are pretty much doing what's in their job description: Fasten up a production, so a smaller set-up gets the same results, even though on the cost of energy. The only thing that's bugging me here, and that is probably a side note, that the benefit of T3 over T2 in this case should be increased production speed rather than increased energy-efficiency.
But back to Productivity Modules:
As already mentioned, I'd like to shift their resource focus further to copper, and away from iron. This is based on the assumption, which I think is solid, that iron sees way heavier expenditure than copper. As such, excess copper is rather easy to find, and the main cost of modules therefore is the iron, which might even force the player to wage a war against the biters for it, or cut off iron production somewhere else.
The energy problematic should be handled through the changes towards Efficiency Modules.
Efficiency Modules:
The most obvious way of nerfing Efficiency Modules would be increasing the minimum power consumption of buildings. While 20% sounds quite utopian, it ... well, is utopian. Even if such a threshold would be possible, there'd have to be a mechanic promoting Tier 3 Efficiency Modules.
The main balance points of Efficiency Modules are:
1) The minimum threshold of energy consumption
- with special focus on Assembling Machines, Electric Furnaces and Pumpjacks
(especially in combination with Productivity/Speed)
2) The energy cost of beacons that is irreducible
- The number of intern Module slots per building
(e.g. 2 for all the oil stuff, Electric Furnaces and T2-Assembling Machines)
3) The low effect range and high space consumption of Beacons
My balancing approach therefore:
Efficiency modules' effects should be made multiplicative, so that it reduces the energy consumption after all other buffs have been applied, and the values of Efficiency 1, 2 and 3 adjusted to 10%, 30% and 50%. That way, two T2 Modules reach 0.7² = 0.49, and by that the threshold for most buildings without beacons, but so would just one T3 module.
So, if you feel like it, even 25% would be possible with two T3 Modules. Now, since Efficiency Modules work multiplicative, so does the minimum threshold , so that it becomes 20% of what the power consumption would be without the modules, and I think we're arriving at a pretty good compromise for both single use in regular facilities as in designated use in hybrid systems.
If that shouldn't be enough to regulate efficiency by ressource price, there'd be the additional (and sensible) approach of punishing any sort of hold-up. An efficient factory is a factory in which every part has its place, and everything runs smooth and steady. Any kind of hold-up is a sin, it forces the whole factory to come to a grinding halt, and it takes time to get back to its peak efficiency. So the alternative balancing approach would be to increase the energy consumption during the warming up (and idle?), and only decreasing the energy consumption during orderly functioning.
A last word towards the combination of Efficiency, Productivity and Speed. While it is true that the proposed changes radically improve the efficiency of hybrid systems, I don't see the sin in it. First, there is the fundamental restriction in combination of Modules that comes by slots & space. If you're really intent on grinding up a single factory, I think with 4 intern slots and 12 Beacons you reach the maximum possible. But a design like this has its own disadvantages:
First, and overall, it looks incredibly ugly, so I'd be surprised seeing people ever preferring this method.
Second, it only is an alternative setup to an array of Assembling Machines, and comes with its own trials.
Third, Productivity Modules are still limited to intern Module slots, so any fairy tales of ever-producing ores will most definitely stay fairy tales.