Firewall wrote:I would rather increase the build power of the factory; rather then the build time of the unit. In which case, the build time, mass cost and energy cost of the factory itself should be increased - prorata on a T1 engineer basis. Essentially what you would do is put the engineers "inside" the factory, and increase the cost of the factory by that same ammount.
Which means:
T1 engineer = 52m + 260e + 260bt + 5bp + 120hp
* (bp = build power, m = mass, e = energy, bt = build time, hp = hit points)
To account for the different build times at T2 and T3, and have them pumping out at a similar rate to a T1 sea factory. We need a build power of 100 at T2 and a whopping 300 At T3!
New stats would therefore be as follows:
T2 Sea fac = 1794m + 8520e + 4920bt + 100bp + 17440hp (Aeon)
T3 Sea fac = 7750m + 36400e + 20200bt + 300bp + 43500hp (Aeon)
I have actually been developing a mod, on my own, which has a secondary upgrade path for build power. Essentially, in my mod, you add build power with another upgrade... A similar adjustment could be made to the factories in engie mod - because lets face it. 40 Build power for a T2 factory, or 60 for T3 is pretty pathetic. Similar adjustments can also be made for land and air factories as well. I can post the figures if anyone is interested.
Note - of course there are upsides and downsides vs engineer assisting.
Pros: Your build power is less suceptible to raiding. You also get the advantage of adjacency applied to the full build power.
Cons: Your build power is less flexible, and cannot be used for Experimentals and special projects.
PS: This is what is required to pump units out at the same rate to T1. If a slightly lower rate were desired, the changes could be made less drastic. But still: Cost needs to be factored into the factories build power change. To make it balance with T1 engie spam. The exact build powers would be a matter for in game testing.