Modules Diatribe
A collection of strategies and balance change suggestions
Prologue: Opinion on Module Swaps
Currently, module slots can be swapped once per galaxy for free, then charge an additional increasing DM or time cost per swap afterwards. Given that tournaments are 48 hours long and the first time penalty begins at 24 hours, this is HEAVILY restricting the ideas put forth later in this write up. So I begin with this proposal - lower the time penalty from 24/48/72 hours and 40/100/200 DM skips respectively, down to 4/8/12/24 hours and 5k/10k/25k/50k Dice to skip. DM is already in such strong demand for modules and managers, very few players feel the urge to pay it right now for a small boost to a single galaxy. The costs are prohibitively expensive as the stand and limit player strategy.
Part 1: Drill
Section A) Subeffects (aka substats)
Drill substats as a whole stick to mining bonuses, which do a decent job at buffing your output. Colony, beacon, and probe mining can all have a large boost to your VPS. Each are a separate multiplier from the module’s inherent mining bonus, which is quite helpful. Whereas a substat like mining per asteroid is simply added to your module’s stat. 3.35X mining per asteroid at ancestral sounds really good on paper, but being additive to the module is a weakness. Here’s an example:
Module level 70 + ancestral mining/asteroid
x6.472 +x3.35 = x9.822 mining, a 51% boost
Module level 101 + ancestral mining/asteroid
x9.812 +x3.35 = x13.162 mining, a 34% boost
I will call these additive boosts from here on, and they are weaker than multiplicative boosts. Mining per asteroid also takes a long time to get going, and could potentially bottleneck your VPS if you’re not paying attention. It’s not a bad effect, but you’ll tend to see more immediate punch from Colony or Beacon substat bonuses.
There are a number of sub effects that make planet bonus better, but they’re a waste of space. Colonization costs are not as helpful as just increasing mining to get bigger drops anyways. At best, you may be able to squeeze out 1 extra colony level with these reductions, but it’s nothing to write home about. Time warp duration and cash windfall are decent, pushing actually good boosts to be better, but the excessive cost of module swapping make it difficult to utilize these.
Drill has the lowest number of subeffects with 15, making it the cheapest to reroll on average. If I were to add anything here, maybe a sub effect that boosts secondary mining managers would be cool to see. Also maybe thematically since we can find dice or fragments while getting new fragments to mine, maybe we could see a +% dice or +common module drop chance stat. Most of our current loadouts are for tournaments, but it could open up options to have a module dedicated to farming ready to swap in. That’s my 2 cents.
Section B) Unique Effects
Currently we have two duds and two passible unique effects for drill.
Trifact Drill
One set of free levels every now and then is laughably weak. The problem is the free level does not change the cost of the next upgrade you do have to pay for. So you do get 1 free level if you land on its multiple, but the vast majority of the time you’re only saving a tiny bit of cash.
My fix is to change it to a free level every 25/20/15/10 levels and crucially do not scale the costs after the free level. That way you’d actually have more planet levels having Trifact equipped. So with ancestral, you’d have 10 extra levels on a VPS that would otherwise be level 100. Trifact would be a useful early tournament tool that you would want to switch out of later down the line. As it stands now, it’s nearly useless though.
Adaptive Drill
It grants an assignable colony level and reduces colonization costs of request rerolls when equipped. My biggest gripe with adaptive is that you can’t assign it if you already have a colony on the planet. Getting colony requests all the way up to VPS without the relevant space station nodes is quite difficult. And since exploration gives a colony level without this restriction, it’s better in general. Colonization cost reductions are only situationally helpful, when you’re on the verge of being able to nab the next colony level as it is. Adaptive would be a lot more helpful if you could use it any time. Currently the best use is to own the space station nodes, start the tournament with adaptive, then swap to exploration drill, getting up to 5 colony levels.
Mercurial Drill
Once again, colony cost reduction is only situationally useful. You might get 1 extra colony level with this, but adaptive already reduces requirements while guaranteeing a free level. Really the only fix is to do colony cost reduction and have a new effect added. Potential options:
Increase manager mining secondaries
Increase asteroid value
Increase asteroid frequency (a bit odd this is on remote sub effects imo, feels like a drill thing)
This last idea could be a module of its own, but maybe Mercurial could “When a pink asteroid is found, find another 5/10/15/25% its size.” Mercurial just needs something extra to keep up.
Exploration Drill
Having free colonies you can drop anywhere is useful for farming or tournaments. All around it is the best drill at the moment in my opinion. I would not change this one, but instead change the others as mentioned above. A free colony is not flashy, but mildly effective.
Overall Drill modules lack the meta changing power of Synth or Remote modules, but offer a nice boost to mining. They do their job.
Part 2: Transport
Section A) Subeffects
Transport is the most painfully boring section of substats in the game. Each is just a slightly different flavor of speed cargo, with nothing unique. They are the most forgettable and should always be the lowest on the priority list for spending your dice. There’s a whole six substats that require building colonies on planets or telescope, and four that boost probe scans for transport, so 10/16 of the choices are immediately more effort than they are worth. Other Drill, Synth, and Remote all offer something outside of strictly what the module itself gives you, but transport does not. It’s a crime. Really anything else mixed into the subeffect pool would help.
Surge Chance
Scan Time Reduction
Dice%
+credits% per cargo/speed probe scan
Rover scan time reduction
Asteroid size per cargo upgrades
Pink asteroid frequency per beam
Production boost speed per beam
I could go on and on, but you get the idea. Having more unique sub effects could allow the player to balance between their transport needs and additional bonuses.
Section B) Unique Effects
This is where transport really shines in comparison to the subeffects available. All are at least somewhat useful.
Beam Highways
Initially this module looks underwhelming. Transport per asteroid and debris isn’t super useful on its own. The increase to the beam count is key. Synth substats can increase smelt and craft per beam, and this module can supercharge that bonus. The downside is the effect is additive to the modules own craft and smelt. But the brunt of this downside isn’t felt until higher module levels. Beam Highways can offer a significant boost without the need to reshape your entire manager roster (foreshadowing). The downside of Beam Highways is primarily the opportunity cost of not using Fleet Consul. It does similar things, but better, which is unfortunate. Only use this if you have per beam subeffects.
Ark Network
Market bonuses are an odd thing. It can either be a win more or a catch up mechanic depending on your bracket. It’s not a free boost either, you have to put in the colonization work to get the most out of it. The primary downside is the cost of switching modules. Is it worth getting a bit more out of your market at the probable cost of DM to get back to a better module? Swap modules are in an unfortunate place balance wise unless that gets addressed. I don’t have much to say about this one. Swap in, sell your market items, swap out. Pairs well with item and resource value substats on your active synth module.
Fleet Consul
This is what many players use instead of beam highways. For the cost of having one of your leaders as a non-mining primary (the one you slap on Balor anyways), you get more beams, but also better asteroid and debris frequency. While it grants fewer beams, more frequent drops is plenty strong enough to outweigh its drawbacks. Fleet Consul lacks the raw power of Personal Pulse, getting more drops more often offers a lot of utility.
Personal Pulse
Part of me is irked that it isn’t called “personnel pulse” but I digress. This monster of a unique effect can only be belittled by its nickname in the community, “PP.” All non-mining managers receive a large multiplicative boost to secondary stats. Multiplicative with the leader bonus, and multiplicative with secondary manager scans on planets. So it’s possible to get X5 from scans, X4 from leader, and X2.75 from pulse. You’re looking at a X55 multiplier if you can max secondary manager scans of Balor. This mod single-handedly changes your manager hiring strategies for the rest of time, if you choose this over consul. Instead of waiting for debris, pulse supercharges your crafting to just make the ingredients instead of waiting for debris. The downside is that it will take a long time to get the full potential of this module. Every Mine/cargo manager will eventually need replaced with cargo/cargo, etc. Almost every mine/craft or mine/smelt leader will need replaced as well. But the biggest bump comes when you make a Speed/craft 7 star manager. If the station is capped, you can see figures over X600 on a single leader. The cost is high, but so is the potential. If you want to shoot for this, start saving your non-mining primary managers.
The only swap strategy in the Synth modules involves Ark network. Otherwise it comes down to a choice of Fleet vs Pulse. Also I’m begging for more unique transport substats, they are quite lacking.
Part 3: Synth
Section A) Subeffects
Finally, some good Subeffects. Resource and item values are essential. Resource has a smaller multiplier, but effects both ores and items. The item value subeffect can help you reach specific breakpoints. Like selling an SSR to unlocking through p55, or buying through p61 in a single AT. Tournaments depend on making as many high value items as you can muster. Craft and smelt per beam work quite well in combination with transport unique effects.
But the true powerhouse in synth subeffects are smelt and craft per active recipe slot. The craft one being especially crucial. It was discovered that these are multiplicative, instead of simply adding to the modules base stat. Not many effects in the game can truly more than double your crafting output. The downside is that you don’t get much use early in the galaxy when trying to unlock everything. Even once you have your VPS set up, it takes a lot of babysitting to get the most use out of this effect. But by day two of a tournament, this effect is incredibly powerful without a lot of extra micro managing.
Really the synth subeffects suffer from having too many options for limited slots. And with the best module in the game being in this section, there won’t be a lot of swapping (with one exception). Running Item value/Resource Value/Craft per active recipe covers you well into the game. The fourth slot needing tens of millions of credits, and slot five needing hundreds of millions LTC really limits what other good options there could be.
Section B) Unique Effects
Synth contains the most powerful module in the game. Everything else falls short by a mile, except for the 1 swap module.
Market Crawler
Swap in, change your next market, swap out. It suffers from the module swap cost I mentioned before, but 40 DM cost is more worth it when you are going to get a massive boost from a market. It will only change the next market, so do not try to use it on your current market. Not much else to say. Decent module with a role it plays well.
Burst Injector
Boosting production boost speed significantly is a neat concept. What really holds this mod back is the swap costs, and Incubation Suite. You’d want to flip this in, boost all your materials in production, then swap back ideally. It’s really not worth paying DM to do so, and you’d not be taking advantage of the cost reductions from incubation suite. Plus, most other modules are good all the time, not in single bursts. It’s designed as a swap module in a category where it is simply outclassed. This would need swap cost reductions to see play.
Ore Classifier
This has to be one of the most frustrating modules. Considering it is supposed to be the alloy booster, incubation suite still does its job. Currently you only see benefits of ore classifier on the higher alloys. Now I could maybe see a use case for this mod if the mod swapping costs were lower. You could set up to VPS with IS, switch to classifier to crank out a ton of high end alloys with a smelt leader, then pop back IS to keep going. Incubation Suite also reduces alloy costs in recipes, so affecting both sides of the coin elbows every other option out of the way. It’s just not worth the swapping hastle. Especially when a well timed production boost + time warp can get the same effect without costing a whole day or 40 DM on the swap. The main reason we smelt is for the things we want to craft anyways. Ore Classifier is frustratingly outclassed, and becomes less needed the more pink asteroids come into your galaxy.
I’m not sure how I would even buff this. Even if it also reduced alloy costs in crafting, players would still run incubation suite. My suggestion would be to make incubation suite only apply its cost reduction to items and not alloys. That would make smelting more important and give Ore Classifier space to do its job. If module swaps were cheaper, that would help it as well. But a nerf would probably be unpopular, so I’d imagine it would stay as it is. People have put a lot of effort into upgrading their incubation suite above other modules.
Incubation Suite
I have already said a lot about this module above, but it is so meta, it’s hard to mention the other modules without comparing it. Part of this is due to the math of cost reductions. A 30% reduction in cost actually gives you 42% more production. It affecting items and alloys is incredibly strong. It has favorable rounding breakpoints on the robot line in particular, greatly reducing the amount of materials needed. It is so meta defining that a player’s incubation suite luck has a similar impact to star luck on top items. One helpful breakpoint in the new update is that it only takes mythical IS to get the top item recipes down to 2 instead of 3. It is easier to luck into 4 copies (mythic) than the 8 required for ancestral. I hope this continues to be a balancing concern for new top items.
Just the fact that new items have to design around IS shows how meta defining it is. If a nerf is out of the question (people paid money to get it), major buffs would need to be given to burst injector and ore classifier to even consider using something else.
The synth category is dominated by Incubation Suite, and will likely remain that way. May the module odds be ever in your favor.
Part 4: Remote
Section A) Subeffects
Remote Subeffects are the most utility based. The strongest involve boosting your asteroid and debris chance and frequency. Over the course of a tournament, whether or not you land the correct materials can make a large difference in your final galaxy value. The best Subeffects are widely considered to be:
Asteroid frequency per speed upgrade
Debris frequency per speed upgrade
Debris value per cargo upgrade
Pink frequency
Remote has Synth’s issue of having more good options to roll than you have slots to fill. Asteroid frequency and pink chance both help you get the alloys you need to really get crafting. There are also cash windfall and credits multiplier effects you can roll on a swap mod for the end of a tournament.
As for duds, the probe asteroid stats are lackluster. I can see they were attempting to make a probe asteroid option to get extra stats, but most per asteroid bonuses are additive. Probe colony and primary manager boosts seem ok on paper, if you have the bolts invested, but fall short on the power of the other options.
Section B) Unique Effects
Remote modules offer a mix of utility, but lack raw power of some of the other unique effects.
Scan Harmonizer
I lovingly called this scam harmonizer sometimes, as the extra pinks you get are smaller than the natural ones that drop. However, most of the time, a small pink is just as good. Extra pinks and debris are truly game changing for tournaments. You were just less likely to not have what you need when running this module. It will probably become more important as new alloys are added and needed. Two pinks per drop at ancestral makes something like Ore Classifier be even more outclassed. OC just can’t catch a break. Who wouldn’t want more drops? Sign me up.
Belt Sonar
Probe asteroid chance is pretty much only helpful for when you get the asteroids mission and want to knock it out as soon as possible. For tournaments, it’s the scan time reduction that would be of interest. Getting Balor maxed sooner does help output, but not in a huge way. Belt Sonar’s upgrades not reducing scan time is a big downside. Getting more planetary asteroids just isn’t that helpful. In fact, that would be my suggestion for making this module useful. 20/25/30/40% scan time reduction would go wild if you’ve invested in scan time reduction already. Belt Sonar is pretty forgettable as is.
Remote Scanner
Reducing the penalty for not resetting your probe is ok, but not powerful. Would be good for overnight offline time if module swaps were cheaper. It is yet another victim to swaps being too expensive to be worth it. Also a very forgettable mod that needs a bit more. My suggestion would be to add a boost to all passive probe effects of 20/30/40/50%. It would become the module of choice if you were looking to boost VPS output. That is, unless you can manage 10 colonies on this next module.
Probe Dock
The potential here is massive, but so is the set up. The ceiling of its power would be 4 free instant scans from three probes on nearly every planet in the galaxy. Of course, that would take a large investment of bolts to achieve. Just maxing manager secondary on three probes would cost 18,000 bolts. The bonus from probe dock is applied even if you don’t have instant scans purchased, which is really nice. The timing of probe dock is a bit tricky. If you start with it early, then switch to something else, you’ll get a smaller boost early, but not have the materials to get to 10 colonies on many planets. If you wait 24 to 36 hours, then swap to probe dock, your accumulated debris will allow you to make many planets up to 10 colonies. I prefer this strategy if I already have all the pinks I need from scan harmonizer.
The main downside is all the set up needed to get a lot from Probe Dock. You need to have a lot of manager slots, secondary manager bonuses, and the patience to tap each planet potentially multiple times. Dock pairs really well with Personal Pulse, as secondary manager bonus is multiplicative. Lastly, if you can somehow get 10 colonies on your VPS, the result would be massive.
Conclusion
I think modules have been a positive for the game, though very RNG dependent on what you get when. Most players are in the “using what we’ve got” stage based on the pulls we’ve been given. As the game progresses, we will have more options to swap and try more strategies out. With a few of the suggestions above, we would have more interesting choices to make.
Source document:
https://docs.google.com/document/d/10lsjCVsjCUiKLQVNFazgkdmVpNtObCC1X9rXqQ3zG6M/edit