machine-boosting mechanic sourced
Machine boosting
Per-machine modifiers such as modules, beacons, clock speed, or coatings trade extra power, scarce items, or currency for faster or more productive machines.
definition
Owns, for each producing machine, a set of modifier slots or settings and the effect vector they sum to: speed, productivity (extra output per cycle), energy use, and sometimes pollution or quality. Cycle time divides by one plus the speed bonus, productivity fills a bonus bar that yields free outputs, and power draw scales with the boost, often superlinearly. Satisfactory clock speed runs from 1% to 250%, each of up to three Power Shards raises the cap by 50 points, and power scales with exponent 1.321928, so 250% draws 335.77% of base power. Factorio fills module slots with speed, productivity, efficiency, or quality modules, beacons project module effects onto nearby machines, and productivity bonuses are capped at +300%. Dyson Sphere Program coats items with proliferator so machines consuming them gain extra products or speed. Captain of Industry spends Unity on building boosts. Unlike production-chain, which owns recipes and buffers, and quality-tiers, which owns item grades, this mechanic owns the cost-benefit curve of pushing a single machine harder.
player experience
An optimization layer on top of ratio planning. Players decide whether to build more machines or push the ones they have, weighing floor space and materials against a growing power bill. Slotting the last productivity module or overclocking a bottleneck machine is a satisfying fix, and the power spike that follows is the bill.
design levers
- shape of the power or cost curve per unit of boost, linear or convex such as Satisfactory's exponent of about 1.32
- separate effect axes (speed, productivity, efficiency, pollution) and the tradeoffs bundled into one slot
- slot counts per machine and whether boosts can be shared with neighbors, as with beacons
- cost of the boost itself: crafted modules, rare world pickups such as Power Shards, or a currency such as Unity
- caps on stacked bonuses, such as Factorio's +300% productivity limit
- which machine types accept boosts: assemblers, drills, labs, turrets
failure modes
- Productivity bonuses that stack without a cap create net-positive loops; Factorio caps productivity at +300% to prevent this.
- One dominant configuration, such as productivity modules everywhere with beacons for speed, becomes a solved template.
- Convex power costs that are not shown make overclocking feel like a sudden grid failure.
- Boosts gated on rare pickups push players into exploration chores unrelated to factory design.
dynamics
- Players trade space for power: compact boosted builds compete with sprawling unboosted ones.
- Productivity bonuses on late stages save every upstream input, so players boost the end of a chain first.
- Boosting a bottleneck moves the bottleneck to power generation, coupling factory design to the grid.
open questions
- Can planners that solve module and clock settings for a target rate coexist with players who enjoy solving them by hand?
- Which cost curves keep boosted and unboosted builds both viable through the late game?