I saw the other thread too, and initially intended to necro it with my own suggestion, but it felt like my approach was different enough. But multiple machine breakage is welcomed as well.
The main purpose of this is twofold:
1) it makes the industrial complexes..."Alive" I guess.
At the moment everything I do in Railcraft, TE, or Rp2 is usually a continuous action which spans over days. My industrial complexes work in pulses of intense action and then stops to a halt again. Although this is mainly exacerbated by Overclocker upgrades, necessity of complex check up would add to everyday routine as well as introduce a growing necessity of player access to critical points.
2) it will add a soft cap on machine proliferation per player.
One of my personal gripes with IC2 at the moment is the proliferation of massive generator fields, that people build. With introduction of machine breakup players would be forced to have a decision on their hands - to use massive arrays of free energy generators that require maintenance, or opt towards more compact and easy for maintenance, but less "free" energy generation.
This, however, would require significant energy rebalance:
- More generators need to be implemented that rely on fuel and not on free energy. Advanced coal power plants (steam turbines covered by railcraft). Something that would hopefully work as a multiblock structure, than array of identical structures. This would make fixing less of a hassle compared to fields of solar panels.
- Scale down energy storage, or introduce storage "tax". Energy should flow from source to destination, where batteries work as buffers to offset irregular output of energy systems. Current system helps little and encourages afk player behavior.
- Limit the Overclockers or redesign them. Hopefully IC2 can have up to 3 separate modifications of specific machine:
Starter machine that uses little energy and slow, but balanced;
Advanced machine designed for speed at the cost of efficiency;
Advanced machine designed for efficiency at the cost of speed;
To prevent additional confusion starter machine could remain as the current one, with upgrade slots removed. Advanced machine would be either multiblock built, where custom block selection would allow players to specify the appropriate upgrade.
- Another great possibility would be to use nuclear reactor puzzle system as a method to upgrade machines: have them use reactor GUI with hardcoded heat source slots inside. depending on the speed of the machine more heat sources would be generated. the source generation should be random to prevent easy copy-paste from the internet, but non-destructive, so players wouldn't feel like they are being punished. as such mildly overclocked machines would be able to be balanced by adding heatsinks and coolants where needed, but if you ridiculously overclock the machine the amount of heat sources would be so heavy that one will be forced to limit the usage of the machine or maybe create a designated cooling reactor and cycle cooling cells back and forth using advanced piping.
- At the same time as mentioned above - free energy sources need to take a hit in terms of energy production. Or let players designate output. Nerfed output would age machines at normal rate, current output would introduce accelerated wear, and maybe allow possibility to overclock generators to boost energy generation at the expense of very fast breakage.
- Major note is to prevent automated fixing of the machinery/tools. This should be achieved by the fact that toolkit alone is never enough to fix the broken part - player will always need a replacement.
I know these measures might seem harsh, but IC2 is an old mod...it still relies on aged concepts and frankly holds the ground against other mods only due to the cheapness of the recipes. This should not be the case. IC2 should have its own niche retaken back to stay competitive....
...We need the rebalance.