Search found 8 matches

by XxKR4K3NxX
Fri Aug 08, 2014 11:50 pm
Forum: Ideas and Suggestions
Topic: Buildings for Factories
Replies: 10
Views: 4665

Re: Buildings for Factories

As I said something about there https://forums.factorio.com/forum/viewtopic.php?f=6&t=5100 I think I need also to say that here: I think this breaks with one of the basic principles of Factorio, that you can see, what happens. And I don't know, why it should be needed, cause even in very, very ...
by XxKR4K3NxX
Tue Aug 05, 2014 12:18 pm
Forum: Ideas and Suggestions
Topic: Oil, power, combat and alien tech
Replies: 13
Views: 5876

Re: Oil, power, combat and alien tech

In accordance to your oil ideas I think they could implement the the second and third, the research option sounds interesting but then it brings a peculiar question into play could you just infinitely spend resources on pumping oil to make it better or would there be a limit to such? The developers ...
by XxKR4K3NxX
Sat Aug 02, 2014 1:40 am
Forum: News
Topic: Friday Facts #44 - Decision making
Replies: 62
Views: 45573

Re: Friday Facts #44 - Decision making

I think there should be three levels of cars, the first is the standard car, fast, poorly armoured and unarmed, the second would be an armoured car with an integrated small caliber autocannon that's a little slower and the third would be the tank, which would be modular, but the base line is a big,...
by XxKR4K3NxX
Sat Aug 02, 2014 1:36 am
Forum: Ideas and Suggestions
Topic: Buildings for Factories
Replies: 10
Views: 4665

Re: Buildings for Factories

That seems like a really clever system and representation in the gui, I think it would work as a viable plan to build vertical for those who don't have the space for horizontal expansion, or just want a skyscraper esque sort of feel in their factory. Now that there's a mockup in the gui how would it...
by XxKR4K3NxX
Fri Aug 01, 2014 8:05 am
Forum: News
Topic: Friday Facts #44 - Decision making
Replies: 62
Views: 45573

Re: Friday Facts #44 - Decision making

So I know a modular design has been suggested by a few people before me, but not nearly as much as I expected. So here's my two cents. Break tanks down into component parts. Treads, Engine, Hull, Turret, Gun. If you wanted to, you could break some of those down even further, though I expect it woul...
by XxKR4K3NxX
Fri Aug 01, 2014 8:03 am
Forum: News
Topic: Friday Facts #44 - Decision making
Replies: 62
Views: 45573

Re: Friday Facts #44 - Decision making

I like the idea of having a generations concept where you can see a gradual improvement both in graphics and functionality, what I propose is since people are torn between the two we pull a power armor on them. Have the generation and base stats for each, however make them modular just like the powe...
by XxKR4K3NxX
Fri Aug 01, 2014 6:23 am
Forum: Ideas and Suggestions
Topic: New Vehicles
Replies: 4
Views: 3745

Re: New Vehicles

I would like to see more varity in Vehicles such as: Bulldozer- to smash down forests to to create paths Helicopter or Aircar: flight travel Car: with better speed control Armored vehicle - Tank or APC with Mounted weapons Patrol and Transport boats Excavator- in order to expand lakes or make moats...
by XxKR4K3NxX
Fri Aug 01, 2014 6:18 am
Forum: Ideas and Suggestions
Topic: Buildings for Factories
Replies: 10
Views: 4665

Re: Buildings for Factories

This could be an interesting concept, what my questions are how would the stacking be implemented, would there be a shell you would have to build in order to interact and set up the machines so you could build vertically? And if so what would be the cap or limit to this, would there be small bridges...

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