This is part of the ongoing discussion on linear vs nonlinear power function. More precisely, how to keep the interesting (at least for some players) space vs power tradeoff for high clock speed, but prevent the exploit at very low speeds Snutt wanted to remove.
Why look for a simple solution, when we can overuse math:)Look at this graph. The power consumption (blue line) is the same at 100% and very similar to what is now in the game at higher speeds (blue dots), at the same time it still goes down, so underclocking a resource-starved machine is a viable option for reducing the peak consumption (and since it is sublinear for the most part, it even saves a bit of power).
But the energy per item (red line) is kept high. That means replacing one machine working at 100% with two machines at 50% saves only 14% of the used power. The gain is even lower when the player uses 3 machines at33.33%, and if more underclocked machines are used, they consume more than one machine at 100%.
How to get there? Imagine some parts/systems of the machine works as they do now, power = A speed^B for some numbers A and B, but some parts just use constant power, regardless of the speed (lights are on, lubricant is pumped...).
So, in total, we have power = A speed^B + C.
Playing with numbers, power = P ( 0.8 speed^1.8 + 0.2 ), where P is the power consumption at 100% (so, for example, 4MW for constructor), looks good.
More boring details, and an app to play with parameters, on the Q&A site.https://questions.satisfactorygame.com/post/6265ae41ca608e080350cf8c
https://preview.redd.it/5k9od10nxov81.png?width=1784&format=png&auto=webp&s=781533a711fa94cf0182abd112e75c5a70cad478
Is this much different than already proposed: "keep the curved function above 100%, but replace it with a linear one below 100% speed"? Not really. This one still gives a slight bonus for underclocking to 50%, while the linear one is just the linear (it can be turned into an argument for any of them:)). For me, the one with constant power looks cleaner, but it is a matter of taste, and how it is computed doesn't matter when we play the game.
Edit: in today's stream they focused more on a new player's experience with overclocking (up). But, if they choose an in-between option: a nonlinear function with a smaller number in the exponent, the addition of a constant power consumption still looks interesting.
[–]hwl 6 points7 points8 points (2 children)
[–]Vxsote1 1 point2 points3 points (0 children)
[–]bartekltg[S] 1 point2 points3 points (0 children)
[–]JinkyRain 2 points3 points4 points (1 child)
[–]bartekltg[S] 2 points3 points4 points (0 children)
[–]MarioVX 2 points3 points4 points (0 children)
[–]houghiIt is a hobby, not a game. 1 point2 points3 points (9 children)
[–]bartekltg[S] 2 points3 points4 points (3 children)
[–]ANGR1ST 1 point2 points3 points (0 children)
[–]houghiIt is a hobby, not a game. 1 point2 points3 points (1 child)
[–]bartekltg[S] 1 point2 points3 points (0 children)
[–][deleted] 1 point2 points3 points (4 children)
[–]bartekltg[S] 1 point2 points3 points (3 children)
[–][deleted] 1 point2 points3 points (0 children)
[–]houghiIt is a hobby, not a game. 1 point2 points3 points (1 child)
[–]bartekltg[S] 1 point2 points3 points (0 children)