What if we introduce a bit of randomness to its mass production similar to the wind mill power generators in TA. Say when the mass fabricator is built alone, next to a power generator, or surrounded by mass storage; the mass production jumps around from say 1/2 T1 mex production to a fully mass storage surrounded value (mostly staying on the low end) but its energy usage is fixed.
When it is placed next to a factory, the mass production and energy usage remains constant even if you surround it with power generators or mass storage (which will lower its energy usage or increase mass production, respectively).
This way the mass fabricator acts as more of a discount to your production and you have placed a volatile structure within your production line. The mass farms that we knew will not be predictable and now you are gambling if it will pay off. We can even include a timer where the longer a mass fabricator is not adjacent to a factory its ability to reach that high mass production value slowly diminishes.
I would apply these changes only to the T2 fabricator. This way if a player gets behind he can try to "roll the dice" and may try to get back in.
Another idea that popped up; what if these fabricators only work when your mass income goes in the negative.
Pathogenic wrote:The role of the mass fabricator should be a way to get a nominal amount of mass income after all available mass extractors have been upgraded to T3, and surrounded by mass storage. It should take quite a bit longer to pay for itself than mass extractors, but if an enemy can turtle long enough or be ignored long enough, they can make a significant difference over time.
I agree with this for the T3 version.