Player Itemization, Motivation, Support
Goals
Every item added needs to have some broad, recognizable, patterned reason to exist.
- Is there a reason to work towards it?
- How does it support the player?
- Does it integrate well into the game?
- Does it pair well with our core pillars and goals?
Items needs to also exist around the power fantasy of players and the core idea of theory-crafting player builds.
- Can it be complimented?
- Does it work towards a broader play-style?
Items are 1 of 2 core ways to reduce tension and promote player growth. So they are essential to the pacing of content.
Overview
Items in Factorio are currently broken up into a few core groups. Along with the internally added systems and features. Each of these categories work to provide some semi specific tools to the player.
1. Weapons
- Provide core combat capabilities
- Main player goal or motivation
- Identifiable, important, distinct
-
DOES NOT provide stats/attributes/etc...
1.1 Attachments
- Provides additional combat capabilities to weapons
- Varies in importance
- Allows for personalization of items, making weapons feel more important
- Layers the combat system and creates clear options in strategy, further pushing players towards a specified archetype/role
- DOES NOT provide stats/attributes/etc...
2. Companions
- Main support tool, currently combat focused(future implementations for non-combat roles)
- Secondary motivations for players
- As distinct as weapons, ideally
- Adds a third layer to combat
- Reduces tension by providing another target in combat.
-
DOES NOT provide stats/attributes/etc...
2.1 Supplies
- Same as attachments, but for companions
- Personalization and making companions more important
- Additional layers to combat and a players goals
- DOES NOT provide stats/attributes/etc...
3. Consumables
- Secondary support tool
- Short/Temp player results
- Allows for more breathing room and less risk
- DOES NOT provide stats/attributes/etc...
4. Armor
- Less important then weapons/companions, more important then consumables/att/supply
- Critical in defining player roles and results
- DOES provide stats/attributes/etc...
- Main provider of talents and player stat bonuses
5. Equipment
- Third support tool
- Can provide special player effects, acting similar to a constant consumable on some smaller scale
- DOES provide stats/attributes/etc...
- Main provider of additional player attribute points
- May contain companion level combat support
6. Artifacts
- Power spike tool
- Serves as stronger goals
- Represents overall progression
- DOES provide stats/attributes/etc...
- Main boss reward item
Integration
Integrating content properly into factorio one of the highest priorities.
- Does it add to one of factorio's gameplay loops?
- Does it need/use one of factorio's items?
- Does it use their systems where possible?
This is currently done in a few ways, depending on the item type:
- Recipes
- Crafting process
- Tech tree unlocks
- Equipment system
- Energy use/cost
- Pollution emissions
Unlocking recipes is core to the progression of factorio. We've currently provided 2 main ways of unlocking item recipes.
- Traditional tech tree unlocks
- Later in game
- Slower, more expensive
- Personal research unlocks
- Tied to specific research
- Earlier unlocks
- Faster to get a single recipe, slower for large groups
The idea is to have most things be unlocked through either path. Personal research is for providing faster, more specific, early unlocks of a specific type/item. Tech tree is a more generalized format, and easier to manage, but slower.
Technology
A few technology paths, and patterns have been added to help generalize and support progression for all the new content. These are subject to change as it is the lowest priority in the progression loop.
- RND
- Equipment
- Consumables
- Research Structures or Items
- Leadership
- Companions
- Supplies
- Specialized Structures
- Tinkering
- Weapons
- Attachments
- Armor
Personal Research
These are highly specialized, tied to their thematic research. The vague pattern is:
Research[Tier + Archetype + Theme] -> Item(s)[Tier + Archetype + Theme]
Resource Loop
Resource gathering, bus lines, and storage management are core to factorio. We introduce a few new items to expand this loop further.
Overview
We follow a similar pattern to factorio. Drill, smelt, process, craft...
[Material Ore] -> [Material Item] -> [Intermediate Item] -> [Crafting]
These are broken into 3 stages, each containing a dedicated research machine.
- Basic Material
- Advanced Material
- Self-Replicating Bio Material | Intelligent Bio Material
Each stage is mined from ore, smelted into items, sent into a research machine, producing a specific intermediate item.
Weapon System
Weapons follow some broad archetypes to compliment the progression system and boss system archetypes. Some weapons will excel at clearing smaller enemies, some with penetration, far range, close range, etc...
Integrations
Each subgroup/archetype and respective tier contains a core intermediate item. These follow through with companions, for the same of each tier/type:
NOTE: Typically, subsequent tiers will also require the previous tiers material
- Suppressive:
- 1 | firearm-magazine
- 2 | iron-gear-wheel
- 3 | steel-plate
- 4 | slowdown-capsule
- 5 | low-density-structure
- 6 | electric-engine-unit
- Piercing:
- 1 | iron-stick
- 2 | electronic-circuit
- 3 | piercing-rounds-magazine
- 4 | advanced-circuit
- 5 | processing-unit
- 6 | uranium-fuel-cell
- Burst:
- 1 | shotgun-shell
- 2 | iron-gear-wheel
- 3 | grenade
- 4 | rocket
- 5 | cannon-shell
- 6 | atomic-bomb
Weapons
Suppressive
Excels at clearing low hp enemies and providing consistent engagement with enemies.
- 1 | Low-Velocity Submachine Gun
- 2 | Magazine-Fed Light Machine Gun
- 3 | Lightweight Submachine Gun
- 4 | Belt Fed Light Machine Gun
- 5 | Low Ordinance Machine Gun
- 6 | Bio Integrated Submachine Gun
Piercing
Pierces armor at the cost of either damage or fire rate or both
- 1 | Low-Caliber Semi-Auto Rifle
- 2 | Anti-Personnel Rifle
- 3 | High-Caliber Semi-Auto Rifle
- 4 | Anti-Material Rifle
- 5 | Fusion Powered Rifle
- 6 | Matrix Operated Auto Rifle
Burst
High damage, low fire rate, varying pierce. Focused on instant damage and large radiuses
- 1 | Tactical Shotgun
- 2 | Muzzle-Loaded Hand Mortar
- 3 | Dragon Breath Shotgun
- 4 | Belt Fed Grenade-Launcher
- 5 | Low Ordinance Shotgun
- 6 | Personal Nuclear Ordinance
Attachments
Attachments serve to enhance guns by either improving existing capabilities, or altering the gun to improve their weaknesses. We prioritize quantity over quality here. Although there can exist some attachments that fully alter a weapons mechanics...
Integrations
Attachment(and supply) recipes will be fairly consistent between categories/types/archetypes. Each tier will follow some pattern, and each type of attachment/supply will have similar costs. Supplies follow the same process
- 1 | iron-stick
- 2 | iron-gear-wheel
- 3 | electronic-circuit
- 4 | processing-unit
- 5 | uranium-235
- 6 | nuclear-fuel
Barrels
- 1 | Full Choke
- 1 | Barrel Shroud
- 2 | Muzzle Break
- 2 | Sound Suppressor
- 2 | Short Barrel
- 3 | Compensator
- 3 | Long Barrel
- 4 | Projectile Condenser
- 4 | Ignition Barrel
- 5 | Dual Barrel
- 5 | Shielded Barrel
- 5 | Nanite Compensator
- 6 | Molecular Suppressor
- 6 | Radiated Barrel
- 6 | Superheated Compressor
Scopes
- 1 | Reflex Sight
- 1 | 1.5x Optic
- 2 | Aimpoint Reflex
- 2 | 4x24 Riflescope
- 3 | 1.5x Night Vision Scope
- 3 | 20x50 Riflescope
- 4 | 60Hz Thermal Scope
- 4 | 4x32 ACOG
- 5 | Bio-Tracking Scope
- 5 | Anti-Material Scope
- 5 | Self-Adjusted Scope
- 6 | Cyber-Intra Scope
- 6 | Atomic Reading Scope
Magazines
- 1 | Low Capacity Magazine
- 1 | High Capacity Magazine
- 2 | Ergo Magazine
- 2 | Clip-Fed Replacement
- 3 | Horizontal Magazine
- 3 | Helical Magazine
- 4 | Drum Magazine
- 4 | Piercing Magazine
- 4 | Fuel-Lined Magazine
- 5 | Info-Tracked Magazine
- 5 | Condenser Magazine
- 5 | BioInfused Magazine
- 6 | Molecule-Fed Magazine
- 6 | Body-Fed Magazine
Grips
- 1 | Rubber Grip
- 1 | Skeleton Grip
- 2 | Extended Handguard
- 2 | Stubbed Foregrip
- 2 | Tactical Device
- 3 | CQR Foregrip
- 3 | Bipod
- 4 | Mounted Foregrip
- 4 | Swivel Mount
- 5 | Grip Lock
- 5 | Biometric Grip
- 6 | Nanite Powered Grip
- 6 | Injection Grip
Triggers
- 1 | Trimmed Repeater
- 1 | Short Reset Trigger
- 2 | Frictionless Trigger
- 3 | Adjustable Trigger
- 4 | High-Tech Repeater
- 4 | Auto-Trigger
- 5 | Reactive Trigger
- 5 | Nuclear Powered Trigger
- 6 | Nanite Trigger
- 6 | Kinetic Trigger
Stocks
- 1 | Foldable Stock
- 1 | Butt Pad
- 1 | Wooden Stock
- 2 | Skeleton Stock
- 2 | Adjustable Stock
- 3 | Enhanced Butt Stock
- 3 | Tactical Stock
- 3 | Thin Recoil Pad
- 4 | Spring Adjusted Stock
- 4 | Shock Absorbing Stock
- 4 | Recoilless Stock
- 5 | Body Stock Insert
- 5 | Fusion Powered Stock
- 6 | Kinetic Redistributer
- 6 | Ordinance Responsive Stock
Companion System
Companions follow the player around, providing combat support in a variety of ways.
- Traditional Combat
- Healing tools
- Pushing, moving enemies
- Item gathering(Not current implemented)
Companions are usually some snapshot of ammo_type that is equivalent to a weapon or equipment. The baseline companions are all simple combat focused ai. The legendary companions may have unique attacks, healing, or their own summons, etc...
NOTE: This will be partially expanded for non combat focused companions at a later date
Companions
Follows the same archetypes as weapons.
Suppressive
- 1 | Enforcement Officer
- 3 | SWAT
- 6 | Cyber-Controlled Infantry
Piercing
- 1 | Ranger
- 3 | Special Forces
- 6 | Cyber-Integrated Rifleman
Burst
- 1 | Hunter
- 3 | Ordinance Specialist
- 6 | Remote Ordinance Suit
Non Combat
Supplies
Same as attachments, but for the companion system. This will apply upgrades and prototype changes to companions. This is for all the same reasons as implementing attachments. Each supply type has some pattern of benefits...
System
Systems typically contain some unique change or additional mechanic. Healing, movement speed, range, ammo types, etc...
- 1 | Personal Radio System
- 1 | Thermal Management System
- 1 | Armor Reinforcement System
- 2 | Personal Sustainment System
- 2 | Emergency Life System
- 2 | Auto Injection System
- 3 | Thermal Vision System
- 3 | Weaponry Maintenance System
- 3 | Organ Reinforcement System
- 4 | Neural Implant System
- 4 | Ocular Cyber System
- 4 | Bio Support Implant System
- 5 | Skeleton Reinforcement System
- 5 | Neural Matrix System
- 5 | Carbon Reinforced Muscle System
- 6 | Nuclear Powered Limbs
- 6 | Cold Fusion Powered Implants
- 6 | Nanobot Support System
Helmet
Helmets are much simpler, and serve to just increase hp or resistances at the cost of speed.
- 1 | Steel Helmet
- 1 | Kevlar Helmet
- 2 | Riot Helmet
- 2 | Hybrid Helmet
- 3 | Bullet Proof Helmet
- 3 | Bullet Proof Mask
- 4 | ImmunoSupport Respirator
- 4 | Life Support Integrated Helmet
- 5 | Cyber Integrated Mask
- 5 | Reinforced Skull Implants
- 6 | Fusion Powered Respirator
- 6 | Fiber Lined Cyber Skull
Chest(To redo, too much overlap with armor)
- 1 | Leather Reinforced Chest
- 1 | Steel Plated Chest
- 2 | Kevlar Chest
- 2 | Ceramic Plated Chest
- 3 | Ballistic Suit
- 3 | Modular Tactical Chest
- 4 | Bio Support Suit
- 4 | Kinetic Dispersion Suit
- 5 | Steel Carbon Infused Chest
- 5 | Cyber Implanted Bio Chest
- 6 | Nanite Infused Chest Implant
- 6 | Fusion Powered Body Implant
Supporting Gear
Supporting gear servers to compliment further the progression archetypes and broader weapon types. Close range weapons paired with move speed supporting gear, or slower weapons and armor improving gear.
Armor
Integrations
General pattern of recipes are based on tiers, and the themes of armor. Less specific compared to other item types.
- 1 | copper-plate/iron-plate
- 2 | steel-plate
- 3 | electronic-circuit/battery
- 4 | plastic-bar/processing-unit
- 5 | low-density-structure
- 6 | uranium-fuel-cell
FrontLine
- 1 | Steel Plated Armor
- 2 | Fibre-Glass Plated Armor
- 3 | Ceramic Plated Armor
- 4 | Anti-Ordinance Suit
- 5 | Kinetic Shielded Armor
- 6 | Nuclear Powered Suit
Explorer
- 1 | Leather Reinforced Armor
- 2 | Steel Reinforced Vest
- 3 | Aluminum Nylon Vest
- 4 | Kevlar Ballistic Armor
- 5 | Cyber-Reinforced Skin
- 6 | Nanite Plated Armor
Support
- 1 | Medicinal Tunic
- 2 | Nylon Reinforced Overcoat
- 3 | Low Profile Kevlar
- 4 | Biometric Tracking Suit
- 5 | Cyber-Integrated Armor
- 6 | Medical Rehabilitation Suit
Architect
- 1 | Cloth Garments
- 2 | Reinforced Protective Cloth
- 3 | Kevlar Vest Slip
- 4 | Tech-Integrated Clothing
- 5 | Fusion Powered Armor
- 6 | Factory-Controlled Body Matrix
Equipment
Equipment is broken up into two groups. The first being indirect equipment, these contain either stat bonuses or sticker based effects that are applied periodically to the player. These stickers be provide some benefits or protection for the player at all times. The second group are combat based equipment. These typically provide some weapon/companion equivalent combat capability during combat. They may also provide healing or support benefits when near enemies.
Integrations
Same idea as armor, less specific and less structured.
- 1 | copper-wire
- 2 | electronic-circuit
- 3 | battery
- 4 | processing-unit
- 5 | electric-engine-unit
- 6 | uranium-fuel-cell
Stat/Sticker
FrontLine
- 1 | Ballistic Plate Reinforcement
- 2 | Personal Defense Toolkit
- 3 | Mobile Ballistic Shield
- 4 | Carbon Reinforced Skeletal Implant
- 5 | Anti-Ballistic Anatomy Infusion
- 6 | Personal Nanite Injection
Explorer
- 1 | Reinforced Leather Boots
- 2 | Ordinance Storage Pack
- 3 | Real-Time HUD
- 4 | Mk. 1 Fiber Nerve Implant
- 5 | K-M Hydraulic Exo-Skeleton
- 6 | Neural Matrix Fiber Implant
Support
- 1 | Emergency First Aid Kit
- 2 | Wearable Bio Sensors
- 3 | Portable Injection Pumps
- 4 | Blood Transfusion BioImplant
- 5 | Integrated Body-Bay
- 6 | Endocrine Matrix Implant
Architect
- 1 | Architect's tool kit
- 2 | Personal Protective Equipment
- 3 | Holographic Planner
- 4 | K-M Ocular Implant
- 5 | Integrated Array Communicator
- 6 | Matrix Body Link
Combat
These will follow the groupings of weapons/companions, not player/character archetypes.
Suppression
Burst
Piercing
Support
Artifacts
Artifacts are tied directly to bosses and special conditions, rather then tiers and traditional recipes. These scale less directly through tier x archetypes(like weapons or armor) and more like legendary/rare items. They typically follow the pattern of providing either strong attribute/talent buffs or some form of sticker/effect.
Integrations
Artifacts are a mod only set of items. They are typically only earned via boss fights, and are meant to be fairly powerful/game-changing. This means the recipes are very expensive, less 1-1 structured on tiers, and tied in with mod introduced intermediate items.
- 1 | basic-research
- 3 | advanced-research
- 5 | dangerous-research
Anything outside of research is thematically decided, rather then through a structured list. So recipes can heavily vary
FrontLine
- 1 | Hulker's Heart
- 3 | Dusk Dancers Sigil
- 5 | Tomb of Flesh
Explorer
- 1 | Specter's Claw
- 3 | Scepter of Souls
- 5 | nephilims Visage
Support
- 1 |
- 3 | CMO
- 5 | Staff of the Faithful
Architect
- 1 | Outel 8086
- 3 | Nvideo ATX
- 5 | BNE ThreadZipper
Consumables
Healing
- Bandage
- Morphine
- First Aid Kit
Experience
- Research Citation
- Research Essay
- Research Journal
Other
- Research Books
- Expertise
- Attributes
Unique Items
Specific items that can only be found via boss drops or very specific events and tasks. They differ from their respective item groups. These items will have no:
- Recipes
- Attachments
- Supplies
- Typical tier/scales
- Typical item types
There are a lot of unique items, for all item types
- Armor
- Weapons
- Companions
- Equipment
They may, or may not, contain unique mechanics not found anywhere else.
Easter Eggs
Random easter egg reference items that can exist for any number of tiers/archetypes/etc... Can be armor, or weapon, or any item really... These should built in the same places as unique items to keep things consistent... They can be anything from useless random references, to challenge rewards that are the most powerful items available. The patterns for unlocks depends on the item, reference, and use-case.
Base Building
Note
This was dropped in priority. Will fill this out, once we expand content in this direction.
Turrets
- 1 |
- 2 |
- 3 |
- 4 |
- 5 |
- 6 |
Traps
- 1 |
- 2 |
- 3 |
- 4 |
- 5 |
- 6 |
Walls
- 1 |
- 2 |
- 3 |
- 4 |
- 5 |
- 6 |