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dota_factory/docs/progression_design.md
2026-07-02 21:42:09 +02:00

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# Recipe and Production Design
* two resources at the start
* third resource unlocked mid game
* forth resource unlocked end game but only gathered form scrap
* input items for recipes should make sense for what the recipe produces (maybe crystals for lasers, heat sinks for bigger lasers, etc.)
* different kinds of modules need a different radio of input materials and production time. example: armor plates are simple items. they need a lot of input materials but are fast to produce. shield modules are technically complex and need lots of time to make but don't need many input materials. but maybe higher tier input materials.
* output to input production time ratios:
* the most basic resource shall have a nice miner to smelter ratio (e.g. 1 miner to 2 smelters or 1 to 1)
* the next resource shall have a little more complex ratio (e.g. 2 miners to 3 smelters)
* some recipes shall have strange ratios
* for the really strange ones there shall be explicitly unlockable recipes that simplify the process a lot (e.g. for a production that involves t1 -> t2 -> t3 where t3 needs some strange amounts of t2 the unlockable recipe may do t1 -> t3 and make the ratios of the assemblers that need to be placed for 100% throughput nice)
* bigger version of module needs a new input that can be produced from some of the smaller version's inputs plus the rest of the smaller version's inputs plus a new lower level mat
* or maybe not? I want to archieve that the player can learn (by playing and experimenting) to set up the factory in a way that does not cost much more than what an unexperienced player would do, but allows to easily swap something out later and then the next size or tier can be produced without much rebuilding