EarendelDevelopers / EarendelDevelopers/factorio-mods

Robot Attrition Suggestions

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Description

Robot Attrition:

Many people seriously dislike Robot attrition, BUT, we get its role in SE, that being said, because the lack of actual choice in the effectiveness of robot attrition, most people end up simply editing the code to make it not function at all; thus defeating the entire purpose of it in the first place being dependency.

Many suggestions have been made to attempt to balance it further to be player choice.

-The first 1 I want to address is the mod option in place already: Robot Attrition Setting at 1000 is 500x higher than at 1
while 1 setting is 2x higher than .001
both are the same power away from each other, yet below a whole integer the change is insignificant
https://discordapp.com/channels/419526714721566720/419527276875481111/741418466715762709
This makes the value irrelevant for decreasing actual attrition worthwhile and only leads to players disabling the mod in the code.

The first Suggestion being reverse the powers so that .001 is significantly less attrition value and 1000 is only a few fold harder, or make them equal in strength to the same power from 1 at least. Or if possible make it a slider as well as equal in strength from the starting default value.

-Second thing I wanted to address is that one of SE's strengths is gating things behind research level., As a general rule all factors of micro management in SE get easier with more tech. Except attrition. A scaling tech level would slide nicely into SE’s arsenal of strengths.

The second suggestion being exactly that, a simple solution of a tech research to reduce the probability of a crash per level. Similar to rocket safety in concept. i would suggest 10-11 ish levels with 9% reduction each level for an end goal of 90%-99% reduction at DSS level.

-Third concern would be If adding tech research would be 'too easy' and you want players to do something more to get robots to die less, then add another type of shielded armor logic bot, make them slower if you would like, larger charge time, anything to make them more resistant to dying so players can choose speed/cost/power/etc. over bot death if they want. Although this would have to be a significant change in deaths if they were extremely costly. This also seems like the most amount of work on your part tbh so dont know how inclined you are to feel about it.

-Last Concern/Suggestion would be: at the end of the day, theres still going to be some players that simply want to turn it off. They are going to go into the code and stop the mod from working, theres no stop to them doing this; and for those that cant figure out how to disable robot attrition by altering the code; may end up not finishing SE altogether simply because their playstyle isnt functional without dumping millions of resources into the build just for 1 mod they dont actually want anyhow. So please add a "disable robot attrition" option to the mod settings for this.

I would like to further suggest that if possible make the on/off checkbox also say "this cannot be reversed once saved into an active game" Meaning, if its even possible to do, that once its disabled and saved in that condition, even if they turn it back on, every time the game loads with that saved mod setting of disabled it overwrites the checkbox in options. Maybe make a secondary checkbox next to the first with "are your sure" if it is possible to do that. This would incline some players to at least keep it on even at minimal settings. And for those that would edit the code, or stop playing either way, would continue playing without editing the code.

This would give a 'hardmode' mentality to having it on, and once removed, cant be put back in that condition. Also, removing the mod to attempt to erase the saved condition would disable SE, making it ~~impossible~~ *harder* to cheat it back on ~~without console commands, if at all as far as i can fathom.~~

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