Alchemy !
Moderator: ickputzdirwech
Alchemy !
Hello,
Opening a new field in Factorio : Alchemy
--> produce different beverage to buff / heal your character !
How to produce : farming from seeds.
Seeds could be dropped by monster / trees
Buff : speed, armor, life, personnal crafting speed, weapon range, buff your bullets (poison, piercing ....) ...
Heal : heal, regeneration, poison healing if bitters could poison, ...
What do you thing about that felow builder ?
Opening a new field in Factorio : Alchemy
--> produce different beverage to buff / heal your character !
How to produce : farming from seeds.
Seeds could be dropped by monster / trees
Buff : speed, armor, life, personnal crafting speed, weapon range, buff your bullets (poison, piercing ....) ...
Heal : heal, regeneration, poison healing if bitters could poison, ...
What do you thing about that felow builder ?
- AlexPhoenix
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Re: Alchemy !
i think this is for mod, not for vanilla game.
Re: Alchemy !
I'm curious, why? Why does it have to be for a mod and not the base game? While I don't think it really fits with the theme of the game per say. I think the game could use consumables in some form. This would be... a form of that. I mean we have fish, and combat bots as consumables but that's it.AlexPhoenix wrote:i think this is for mod, not for vanilla game.
Re: Alchemy !
That's whyTGS wrote: ...While I don't think it really fits with the theme of the game per say...
Moreover the game is designed to keep main character weak, his strength comes from factories and complexes or similar large constructs.
Re: Alchemy !
Except that we just had the liquid/oil content added. Alchemy isn't necessarily "fantasy". It could just be chemistry. And as I said. The game could use consumables. Not necessarily to buff the player to disproportionate levels. But small cheaper boosts to aid them would be cool. I mean we all use performance enhancing drugs now in daily life. Cough cough coffee anyone?Garm wrote:That's whyTGS wrote: ...While I don't think it really fits with the theme of the game per say...
Moreover the game is designed to keep main character weak, his strength comes from factories and complexes or similar large constructs.
Re: Alchemy !
What for?
The main character has no stats, but these already modified via power armour. Essentially he is not really main point of the game at all, but the complexes and factories we build through him. He is nothing more that mouse cursor with health attached as small limitation.
The main character has no stats, but these already modified via power armour. Essentially he is not really main point of the game at all, but the complexes and factories we build through him. He is nothing more that mouse cursor with health attached as small limitation.
Re: Alchemy !
The word alchemy comes from arabic al kimia (al is a prefix) and kimia derivated to quimica (chemistry) so alchemy is basically sn old way of saying chemistry
what I mean with that is that it could be added to the game, but not exactly as alchemy, but as medicine or chemistry.
what I mean with that is that it could be added to the game, but not exactly as alchemy, but as medicine or chemistry.
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Re: Alchemy !
The thing is that there is already a system in place to buff the player, in the form of the power armours.
Shields are regenerating health and health buff and exoskeleton is a buff to the movement speed.
I am pretty confident that buffs through power armour are the way to go for the vanilla game, because it's relatively advanced (starts slowly at tier 2), and fits really well with the theme of high tech.
A mod called TreeFarm adds a way to create a sort of "healing potion" through quite a lengthy and space-consuming process, similar to the fish, but more potent and more reliable, but also quite late game (tier 3 research).
I personally see very little point in most of your other effects, because they mostly are researches or equipments (and there is no damage over time, as far as I know).
So sure, it could be in a mod, about making all kind of potions (pills?) to gain various temporary boosts, maybe even at the cost of debuffs if overused, but I really doubt they would give ways to boost the player, apart from power armour modules.
Remember, this game is about building a factory to do all the work for you, including most of the fighting with towers and bots usually being more efficient than the player.
A few mods change this a bit, giving more weaponry, better power armour/modules, but they do shift the balance significantly: sniper rifle to shoot nests/worms from afar, tesla gun, there is even a gun doing massive damage and AoE damages.
I hope this does not come out as too offensive, because your idea could make a very decent mod, if balanced properly.
Shields are regenerating health and health buff and exoskeleton is a buff to the movement speed.
I am pretty confident that buffs through power armour are the way to go for the vanilla game, because it's relatively advanced (starts slowly at tier 2), and fits really well with the theme of high tech.
A mod called TreeFarm adds a way to create a sort of "healing potion" through quite a lengthy and space-consuming process, similar to the fish, but more potent and more reliable, but also quite late game (tier 3 research).
I personally see very little point in most of your other effects, because they mostly are researches or equipments (and there is no damage over time, as far as I know).
So sure, it could be in a mod, about making all kind of potions (pills?) to gain various temporary boosts, maybe even at the cost of debuffs if overused, but I really doubt they would give ways to boost the player, apart from power armour modules.
Remember, this game is about building a factory to do all the work for you, including most of the fighting with towers and bots usually being more efficient than the player.
A few mods change this a bit, giving more weaponry, better power armour/modules, but they do shift the balance significantly: sniper rifle to shoot nests/worms from afar, tesla gun, there is even a gun doing massive damage and AoE damages.
I hope this does not come out as too offensive, because your idea could make a very decent mod, if balanced properly.
Re: Alchemy !
I agree with you to a degree slay_mithos, the main thing is that there really should be variety in your approaches to things. Really the *only* way to buff/enhance the player is weapons and power armor. Basically... you have one path. That's it. There isn't any alternative what so ever. This could just potentially give an alternative.
Re: Alchemy !
Going for alternative just for the sake of alternative is also wrong.
atm the current proposal is nowhere close to being a decent alternative, and I fail to come up with anything as well.
If you want chemistry - we already have it to come degree might as well expand on it in a way that fits the genre of the game.
atm the current proposal is nowhere close to being a decent alternative, and I fail to come up with anything as well.
If you want chemistry - we already have it to come degree might as well expand on it in a way that fits the genre of the game.
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Re: Alchemy !
Plus, making a mod with a good idea is a good way of showing the devs that the idea is viable and integrates well.
It's pretty clear to me that a mod showing an idea in a good and balanced way is a much better way to get the devs thinking about it than just a post in suggestions.
Granted, most of us don't have the time, talent and/or knowledge to make decent mods, and are barely able to edit a file here and there to fix a problem we have, but quite a lot of modders do want ideas to enhance their mod.
They might not implement exactly as you imagined it, but you would have a chance of your idea coming into the game in a form, and could then push on to the devs by saying "see, this mod implemented it well, and it does enhance the gameplay without clashing with existing stuff or throwing the game off balance".
To me, your this suggestion would go very well either as a stand alone or in the treefarm mod, because they already have medicine, so it would complement what it offers.
It's pretty clear to me that a mod showing an idea in a good and balanced way is a much better way to get the devs thinking about it than just a post in suggestions.
Granted, most of us don't have the time, talent and/or knowledge to make decent mods, and are barely able to edit a file here and there to fix a problem we have, but quite a lot of modders do want ideas to enhance their mod.
They might not implement exactly as you imagined it, but you would have a chance of your idea coming into the game in a form, and could then push on to the devs by saying "see, this mod implemented it well, and it does enhance the gameplay without clashing with existing stuff or throwing the game off balance".
To me, your this suggestion would go very well either as a stand alone or in the treefarm mod, because they already have medicine, so it would complement what it offers.
Re: Alchemy !
If we call it chemistry and it provides things like stick-pack or some kind of drugs, I could imagine there could be something, but if so I would rather connect it with boosting your own biter minions