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I second the sentiment that while upgrades as a mechanic are fun, the rewards don't scale with investment, especially later on. Simik is a particularly egregious example that I was going to report as a bug, where it takes 1M logistic science and 500k red chips to go from mk2 to mk4. Here is a screenshot from YAFC https://i.imgur.com/qQGsGAi.jpeg , for total ingredients to craft four mk3s and mk4s (what is needed to start breeding them). This is on average, and if you're unlucky it can take several times more - e.g. tuuphra mk3 can be expected to proc after 250 tries with 0,4% chance, but it took me over 900. Here is what's needed to get every mk3 alien, except those where mk3 isn't required for mk4: https://i.imgur.com/B08Jkg3.jpeg . Other than aforementioned simiks, some numbers get a bit high but if stretched over 100-200 hours it's not that bad. Here are all the mk4 aliens: https://i.imgur.com/iyEqpnZ.jpeg . The costs are now starting to get a bit much for a smaller benefit (mk3 relative to 4 is only +33%). Notably: 800k ralesias for guar, 30k zinc finger fusion proteins (evenly divided), 50k great alien samples for fawogae mk3 -> navens/xyhiphoe mk4... Personally I'd like to see more reasonable costs, or higher rewards for reaching mk4. Disclaimer: I'm playing on Factorio 1.1 and last py version that works on it, so apologies if some of this is out of date. Here is a YAFC profile that I used - rename extension to .yafc |
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I would argue that the MK3 and MK4 module uplifting are the most repetitive and worst mechanics in py.
Here is my plan that should hopefully resolve this.
Here is a concrete example of the mechanic: https://mods.factorio.com/mod/progressive-productivity?from=search |
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I really enjoy the Mk2+ module system in pyAL, but I think it could use some tweaks. From spending time in the discord, it seems most people don't make modules past mk2, and I think there's a good reason for this.
Mk2 modules seem to be in a really good spot in my opinion. Pretty substantial gains, usually not terribly expensive resource wise, but still requires time investment to set up. I feel well rewarded when I get mk2 modules in mk2 buildings, it's usually a pretty big boost.
Mk3 and Mk4 modules I think could use some tweaking. Now for reference I'm only at py3, so I've only made a handful of mk3 modules (moss, fawogae, vrauk, ulrics, and trits I think), and haven't made any mk4, so I can't speak to that. But in my experience, the mk3 modules cost A LOT more than mk2, and the speed gains are not quite as large of a jump as the jump from mk1 - mk2. I don't think they're as worthwhile of a time investment to set up, as the gains are less and the cost is more.
What I would like to see is some extra incentive to engage with mk3 and mk4 modules, even if it is very minor. I think it would be nice if there was some unique benefit to mk3 and mk4 instead of just another flat boost of speed. I think there's not a lot of options for unique boosts (a small prod boost is all I can think of) but even if running a full mk3 (or mk4) setup gave you a total +5% prod over the mk2 setup, I think it would be a better incentive / reward than the current setup.
I think the high cost for mk3 and mk4 is good, I like that approach; I just wish there was a better reward for time and resource investment. Some of the mk3 modules Ive made, I haven't even bothered to put into machines because the effect is not that impactful, mk2 does the job plenty fine. Maybe I'm wrong and theyre more impactful than i realize, I just wanted to give my point of view so far.
Overall though, love the module system and think it's a great part of py.
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