I really like having a narrative in my games when there is a clear direction and goal. Removing the campaign still makes me sad
I was thinking since you scrapped the campaign, maybe you can add random objective feature in freeplay levels? Find a ruined base, explore this part of map, etc.
Search found 12 matches
- Fri May 15, 2020 5:51 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 28364
- Fri May 08, 2020 9:21 pm
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 22547
Re: Friday Facts #346 - He who does nothing, breaks nothing
visible tracks would be awesome
- Fri May 03, 2019 4:42 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 60487
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
In my opinion remnants should be at least faded in some way. It will be very difficult to quickly distinguish between objects that are still functioning and the ones that are destroyed in all that mess.
- Fri Oct 26, 2018 4:49 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 231666
Re: Friday Facts #266 - Cleanup of mechanics
The greatest simplification would be rounded numbers for belt throughput. Calculating it manually is just so unnecessary complex right now with all those decimals... I'm sure some trick can be done on the graphics side regarding pixel/tick like putting items closer together, etc. This is a major gam...
- Fri Mar 09, 2018 8:51 pm
- Forum: News
- Topic: Friday Facts #233 - Wiki admin
- Replies: 23
- Views: 15329
Re: Friday Facts #233 - Wiki admin
All hail Bilka
- Sat Jan 13, 2018 1:00 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 412401
Re: Friday Facts #225 - Bots versus belts (part 2)
How about a tier 4 belt that has a huge throughput but is too fast for inserters ? It can be specifically used for transporting bulk materials over main bus, then you split it into slower belts for production?
- Sat Jan 06, 2018 12:19 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 382336
Re: Friday Facts #224 - Bots versus belts
I don't use logistics bots on purpose as it makes the game more interesting for me personally. But I don't see the reason to remove them if other players enjoy using them.
- Sat Dec 09, 2017 2:50 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 83788
Re: Friday Facts #220 - The best Friday Facts ever
It will also interesting to see what is the price of making the shells. Will this make nuclear weapons obsolete?
- Sat Dec 09, 2017 1:46 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 83788
Re: Friday Facts #220 - The best Friday Facts ever
How will this be balanced? What is preventing a player from carrying artillery wagon in their own inventory and just placing it wherever with 3 rail segments? What would the player do after getting the shots off and having half the map chase after them? 1) Drive a car into enemy territory 2) Place ...
- Sat Dec 09, 2017 12:19 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 83788
Re: Friday Facts #220 - The best Friday Facts ever
How will this be balanced? What is preventing a player from carrying artillery wagon in their own inventory and just placing it wherever with 3 rail segments? Perhaps this could be balanced by not allowing carrying of artillery shells in your inventory such that you always have to drive the train fr...
- Thu Nov 09, 2017 8:10 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 208883
Re: [0.15.x] Fluid mechanics
So roughly speaking for simple calculations you should put a pump every ~100 pipes to maintain a flow of ~1000 fluid/s (gives you a tiny bit extra just in case).
- Fri Oct 27, 2017 4:39 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 71203
Re: Friday Facts #214 - Concrete rendering
This concrete looks more difficult to walk on than grass, it seems like I would trip over protruding bits if I tried to walk on it. The transitions are OK, but the texture itself should be way smoother.
Can you please make it more like this?
Can you please make it more like this?