Split locomotives into three: Steam, diesel and electric
Posted: Sun Apr 29, 2018 7:04 am
This has probably been suggested before, but I couldn't find any recent discussion on the matter, so here is my take on it.
First a summary of the proposal, then an explanation:
Summary
The train locomotive will be split into three different variants: Steam locomotive, diesel locomotive and electric locomotive.
A new type of train car: Battery car.
A new type of liquid will be added: Diesel (and by extension diesel barrels).
A new type of item to be added: Diesel canister.
A new type of rail will be added: Electrified rail.
Reasoning
My favourite part of Factorio has to be railway management. But I also find it a bit stale, when there is no technological improvement to one's rails. And there is no interesting choices in what sort of locomotives and rails one choose to pick/lay.
I always thought that an electric train would be fun, but the simplest ideas of an electric train + electrified rail always had a serious issue for me: Why would the player ever pick that over the conventional locomotive? It can hardly be faster, and even if more fuel efficient, it would still not be worth the cost of electrifying one's rails.
Then the solution hit me: Make the current locomotive... worse. The current locomotive is weird (so is the car for that matter), as it can basically run on anything that burns. That sounds like a steam engine locomotive to me. But steam locomotives are slow and have very low acceleration rates. And are very weight sensitive due to low torque.
But also compensate for those not wishing to electrify their rails by adding a proper diesel locomotive. But this locomotive must be fed with diesel, a liquid, in the same way that fluid tanks are filled (i.e. with pumps).
The locomotives
Steam locomotive
The steam locomotive is significantly slower than the current locomotive. The exact numbers, I don't know yet. In addition, this locomotive can at maximum pull 3-4 cars, and will run significantly slower when the cars are full.
But - of course - it should not be so slow that it dampens the wish to even use it in the early game, but rather that the player knows that down the line, the same set up can be used for a faster locomotive.
The steam locomotive runs on anything that burns, and can drive on any rail (electrified and not). It should also be cheaper than the current locomotive, perhaps costing half as many engines to build. Indeed, the steam locomotive is going to be very cheap compared to the two others.
Diesel locomotive
For all intends and purposes, this is basically - in terms of speed and pull - the same as the current locomotive. Except it can only run on diesel. And diesel must be fed into the locomotive via a pump. Diesel is an expensive (compared to coal or solid fuel) commodity, but 1 unit of diesel will run a lot longer in the diesel engine than 1 unit of coal in the steam engine.
A diesel engine is therefore an excellent choice, if you have a lot of oil in your base.
The diesel engine has a high top speed and excellent torque, and is therefore the least weight sensitive of the three locomotives, and haul many cars. The diesel locomotive can run on any rail (electrified and not). It is more expensive than the current locomotive to build, and should probably require some more advanced items?
Electric locomotive
The electric locomotive can reach a higher speed than the diesel locomotive, and also accelerates faster. But its torque is lower and can therefore pull fewer cars. This is advantageous for hauls where speed, rather than throughput, is of the essence.
The electric locomotive is built using electric engines (rather than standard engines), but is relatively speaking a bit cheaper than its diesel counterpart in terms of raw resources.
It must have access to electricity at all times to run, which it can gain from two sources: Electrified rail or a battery car. If it loses access to electricity for any reasons, it stops. And will restart whenever it gains access to electricity again.
However, despite its nature, it can run on regular rails, provided it has access to a battery car.
Other items
Battery car
This train carriage, which is half the size of a regular train carriage, is stuck full of batteries. It charges through electric rail or a nearby electric pole in the same way the accumulators do (i.e. only if there is spare electricity in the network), and can store two-four times as much energy as an accumulator.
This is sort of replacement for electrifying railways or some railways, where you want to use an electric locomotive. An electric locomotive will prioritise getting electricity from the railway, unless the network is overloaded, then it will use a battery car (if one is available). In a sound electric network, that means the battery car will remain unused while the electric locomotive is on electrified rail, but come into use as soon as the electric locomotive are on regular railways.
The battery car can be stacked, meaning you can have several of them. But they must be in immediate contact with the locomotive(s) they are supposed to be charging. Two or more electric locomotives can be charged through the same battery car (of course at higher discharging rates).
Diesel
I must confess, I don't know enough about diesel to know exactly which liquids need to be combined or refined in order to produce diesel, but I would consider it as a separate liquid than any of the current ones in terms of gameplay challenge. And so far, this resource can only be used for powering the diesel locomotives.
Diesel canisters contain less diesel units than a barrel, but can be used directly on a diesel locomotive if it runs out, in the same way repair kits are used to repair things. Use the canister by holding it down on the locomotive to fill it up, hopefully giving it enough fuel to return to a pump.
Electrified rail
Basically, the recipe for an electrified rail is about 5 regular rails with a medium electric pole. It produces 5 electrified rails. (These number may be adjusted.) When placing the electrified rails, an electrified pole will only appear at every fifth rail tile. Although, any time a fork occurs, a pole will appear visually, although it does not change the cost.
Electrified railways behave as regular pole network, and must therefore simply be near an existing electric pole, from where a wire will be automatically attached.
Electrified rails also allows one to transfer regular electricity via the rails rather than building big electric poles, as an alternative. (This may not be super realistic, but in terms of game play mechanics, I think it's OK.)
To upgrade regular rails to electrified rails, the same process as upgrading conveyor belts must be performed, albeit using the rail placing system over the existing rails.
Locomotive combinations
It's worth considering what happens when different kinds of locomotives are combined. An obvious one would be electric and steam/diesel, as a replacement for the battery car. But if either of those locomotives are empty on fuel, then the electric locomotive will have to carry them, and the locomotives are heavy (all of them), far more than a full carriage.
All locomotives will attempt to run if scheduled to, so even though there are two locomotives, they won't conserve fuel, if one would run 'cheaper' than another. They will both run.
The steam engine is problematic combining with the two others, because it mostly slows them down.
Final thoughts... for now
This, at least, is my suggestion at a way to make the locomotives and the railway construction more interesting. I also feel with the late(r) game additions of diesel and electric locomotives, it puts the players in an interesting decision making; should I burn my oil or burn my electricity to keep my supply line moving? Or should I diversify? Some long stretches will be operated by diesel, while shorter stints will be done by electric engines.
This could, perhaps, also create a dynamic, where diesel trains deliver to a nearby 'station', where the resources are then loaded onto electric trains for the last stint.
And I also feel this solution solves the basic issue; making electric locomotives actually viable. Of course the true path to ensuring that is that of balancing, but the basic mechanics seem sound to me.
I'd love to hear people's comments and suggestions to this.
Edit: Added diesel canister idea as per discussion below.
First a summary of the proposal, then an explanation:
Summary
The train locomotive will be split into three different variants: Steam locomotive, diesel locomotive and electric locomotive.
A new type of train car: Battery car.
A new type of liquid will be added: Diesel (and by extension diesel barrels).
A new type of item to be added: Diesel canister.
A new type of rail will be added: Electrified rail.
Reasoning
My favourite part of Factorio has to be railway management. But I also find it a bit stale, when there is no technological improvement to one's rails. And there is no interesting choices in what sort of locomotives and rails one choose to pick/lay.
I always thought that an electric train would be fun, but the simplest ideas of an electric train + electrified rail always had a serious issue for me: Why would the player ever pick that over the conventional locomotive? It can hardly be faster, and even if more fuel efficient, it would still not be worth the cost of electrifying one's rails.
Then the solution hit me: Make the current locomotive... worse. The current locomotive is weird (so is the car for that matter), as it can basically run on anything that burns. That sounds like a steam engine locomotive to me. But steam locomotives are slow and have very low acceleration rates. And are very weight sensitive due to low torque.
But also compensate for those not wishing to electrify their rails by adding a proper diesel locomotive. But this locomotive must be fed with diesel, a liquid, in the same way that fluid tanks are filled (i.e. with pumps).
The locomotives
Steam locomotive
The steam locomotive is significantly slower than the current locomotive. The exact numbers, I don't know yet. In addition, this locomotive can at maximum pull 3-4 cars, and will run significantly slower when the cars are full.
But - of course - it should not be so slow that it dampens the wish to even use it in the early game, but rather that the player knows that down the line, the same set up can be used for a faster locomotive.
The steam locomotive runs on anything that burns, and can drive on any rail (electrified and not). It should also be cheaper than the current locomotive, perhaps costing half as many engines to build. Indeed, the steam locomotive is going to be very cheap compared to the two others.
Diesel locomotive
For all intends and purposes, this is basically - in terms of speed and pull - the same as the current locomotive. Except it can only run on diesel. And diesel must be fed into the locomotive via a pump. Diesel is an expensive (compared to coal or solid fuel) commodity, but 1 unit of diesel will run a lot longer in the diesel engine than 1 unit of coal in the steam engine.
A diesel engine is therefore an excellent choice, if you have a lot of oil in your base.
The diesel engine has a high top speed and excellent torque, and is therefore the least weight sensitive of the three locomotives, and haul many cars. The diesel locomotive can run on any rail (electrified and not). It is more expensive than the current locomotive to build, and should probably require some more advanced items?
Electric locomotive
The electric locomotive can reach a higher speed than the diesel locomotive, and also accelerates faster. But its torque is lower and can therefore pull fewer cars. This is advantageous for hauls where speed, rather than throughput, is of the essence.
The electric locomotive is built using electric engines (rather than standard engines), but is relatively speaking a bit cheaper than its diesel counterpart in terms of raw resources.
It must have access to electricity at all times to run, which it can gain from two sources: Electrified rail or a battery car. If it loses access to electricity for any reasons, it stops. And will restart whenever it gains access to electricity again.
However, despite its nature, it can run on regular rails, provided it has access to a battery car.
Other items
Battery car
This train carriage, which is half the size of a regular train carriage, is stuck full of batteries. It charges through electric rail or a nearby electric pole in the same way the accumulators do (i.e. only if there is spare electricity in the network), and can store two-four times as much energy as an accumulator.
This is sort of replacement for electrifying railways or some railways, where you want to use an electric locomotive. An electric locomotive will prioritise getting electricity from the railway, unless the network is overloaded, then it will use a battery car (if one is available). In a sound electric network, that means the battery car will remain unused while the electric locomotive is on electrified rail, but come into use as soon as the electric locomotive are on regular railways.
The battery car can be stacked, meaning you can have several of them. But they must be in immediate contact with the locomotive(s) they are supposed to be charging. Two or more electric locomotives can be charged through the same battery car (of course at higher discharging rates).
Diesel
I must confess, I don't know enough about diesel to know exactly which liquids need to be combined or refined in order to produce diesel, but I would consider it as a separate liquid than any of the current ones in terms of gameplay challenge. And so far, this resource can only be used for powering the diesel locomotives.
Diesel canisters contain less diesel units than a barrel, but can be used directly on a diesel locomotive if it runs out, in the same way repair kits are used to repair things. Use the canister by holding it down on the locomotive to fill it up, hopefully giving it enough fuel to return to a pump.
Electrified rail
Basically, the recipe for an electrified rail is about 5 regular rails with a medium electric pole. It produces 5 electrified rails. (These number may be adjusted.) When placing the electrified rails, an electrified pole will only appear at every fifth rail tile. Although, any time a fork occurs, a pole will appear visually, although it does not change the cost.
Electrified railways behave as regular pole network, and must therefore simply be near an existing electric pole, from where a wire will be automatically attached.
Electrified rails also allows one to transfer regular electricity via the rails rather than building big electric poles, as an alternative. (This may not be super realistic, but in terms of game play mechanics, I think it's OK.)
To upgrade regular rails to electrified rails, the same process as upgrading conveyor belts must be performed, albeit using the rail placing system over the existing rails.
Locomotive combinations
It's worth considering what happens when different kinds of locomotives are combined. An obvious one would be electric and steam/diesel, as a replacement for the battery car. But if either of those locomotives are empty on fuel, then the electric locomotive will have to carry them, and the locomotives are heavy (all of them), far more than a full carriage.
All locomotives will attempt to run if scheduled to, so even though there are two locomotives, they won't conserve fuel, if one would run 'cheaper' than another. They will both run.
The steam engine is problematic combining with the two others, because it mostly slows them down.
Final thoughts... for now
This, at least, is my suggestion at a way to make the locomotives and the railway construction more interesting. I also feel with the late(r) game additions of diesel and electric locomotives, it puts the players in an interesting decision making; should I burn my oil or burn my electricity to keep my supply line moving? Or should I diversify? Some long stretches will be operated by diesel, while shorter stints will be done by electric engines.
This could, perhaps, also create a dynamic, where diesel trains deliver to a nearby 'station', where the resources are then loaded onto electric trains for the last stint.
And I also feel this solution solves the basic issue; making electric locomotives actually viable. Of course the true path to ensuring that is that of balancing, but the basic mechanics seem sound to me.
I'd love to hear people's comments and suggestions to this.
Edit: Added diesel canister idea as per discussion below.