Search found 21 matches
- Tue Dec 24, 2019 11:20 am
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 5542
Re: Better scaling of enemies + alien tactics
Sounds like it would need a little rework to have proper dynamic damage types.... But I think that's something that would have to happen at some point anyway.
- Mon Dec 23, 2019 12:18 pm
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 5542
Re: Better scaling of enemies + alien tactics
I really do like the idea of some damage types being more effective on some units. It's possible the units could even adapt to your most common damage type over time. Thicker armour for standard bullets, flame resistance tor turrets - but only one type of resistance per unit so they don't turn immor...
- Mon Dec 09, 2019 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 5542
Re: Better scaling of enemies + alien tactics
I understand - but with repair bots launched from your armour, the tank is basically immortal.
- Tue Nov 19, 2019 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 5542
Re: Better scaling of enemies + alien tactics
Oh neat. Thanks. :3 Hope it's integrated soon!
- Sat Nov 16, 2019 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 5542
Re: Better scaling of enemies + alien tactics
True! And you can set triggers that mean a more aggressive player activates a more aggressive response.
- Thu Nov 07, 2019 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 5542
Re: Better scaling of enemies + alien tactics
Thank you. I agree with your points too. Alien bases should never be a one-hit-kill with personal weapons. I think the tank shot is roughly what it should be - when you get it - but the piercing ammo just mows down entire armies. It gets pretty silly.
- Sun Nov 03, 2019 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 5542
Better scaling of enemies + alien tactics
TL;DR Alien battle tactics need a serious overall. After a very early point in any game, it's easy to forget the aliens are even there because they don't scale and a few walls and basic turrets can end them. You don't even need rockets or piercing ammo. Here's an example. This was so easy to set up...
- Sun Nov 03, 2019 6:35 pm
- Forum: Implemented Suggestions
- Topic: Allow inserters to reload basic turrets
- Replies: 5
- Views: 2569
Re: Allow inserters to reload basic turrets
Fair enough
- Wed Oct 16, 2019 8:04 pm
- Forum: Implemented Suggestions
- Topic: Allow inserters to reload basic turrets
- Replies: 5
- Views: 2569
Re: Allow inserters to reload basic turrets
What really? Oh. In that case, never mind. Lol. Just let them fill up a bit more then, maybe.
- Tue Oct 15, 2019 7:36 pm
- Forum: Implemented Suggestions
- Topic: Allow inserters to reload basic turrets
- Replies: 5
- Views: 2569
Allow inserters to reload basic turrets
TL;DR Please allow the automation of basic turrets by letting inserters reload magazines. What ? pow.png Why ? Automating is the name of the game, and this allows you to fully automate all your defenses. Granted, there's a counter-argument that we should be more involved with turrets - but I think ...
- Sun May 13, 2018 12:02 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 51331
Re: Friday Facts #241 - New player experience
Part one and two of that could be combined by having an abandoned mining camp with a series of belts that correspond to different processes and require different things and have the player follow them from one place to another in a semi-guided way. This might solve several more as you are led around...
- Fri May 11, 2018 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Some ideas for scenery variations
- Replies: 0
- Views: 789
Some ideas for scenery variations
I've just been playing with the editor and I thought that this would make for a nicer and more realistic look if dirt tiles were generated under forest. I think the generator would just need to generate a small patch of dirt under each tree placed. The game's pre-factory wilderness would also look p...
- Fri May 11, 2018 7:56 am
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 51331
Re: Friday Facts #241 - New player experience
I agree with Bobingabout, I never understood the advanced part of the train tutorial. In fact, I only ever managed as far as simple automatic routes that don't overlap.
- Thu May 10, 2018 7:27 pm
- Forum: Ideas and Suggestions
- Topic: buildings are no longer items
- Replies: 13
- Views: 4319
Large machines assembled on a production line (or in place)
I think that Factorio's methods to make large objects are a bit too simple. You can craft a train in your inventory and carry it around! I think that certain objects, and we could start with trains, should only be constructed on a production line and should not be things you can pick up and put in a...
- Thu May 10, 2018 7:15 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 51331
Re: Friday Facts #241 - New player experience
I wouldn't have minded the grinding obstacle with the trains if it had encouraged you to develop a factory on a more epic scale to deal with it. Weirdly, I think drastically upping the amount you needed to get and using it to build some kind of hyper-big land train with cannons would have not only f...
- Wed May 09, 2018 4:55 pm
- Forum: Technical Help
- Topic: Factorio crashes when saving to copied map files
- Replies: 1
- Views: 906
Factorio crashes when saving to copied map files
I was working on a custom map that I previously backed up to another drive so I could format windows. I spent about two hours on it, and then I tried to save. The game instantly crashed with an 'unable to save' message. I was not able to continue editing or save my map. Sorry - I could not find the ...
- Wed May 09, 2018 2:46 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 51331
Re: Friday Facts #241 - New player experience
Would we be maybe able to donate maps for the devs to turn into campaign missions? Only I have a pretty cool idea for a map that forces the player to use the trains to create a sprawling resource-gathering system while defending them from the aliens that I'd be happy to see used in the game. It's no...
- Fri Apr 13, 2018 10:06 am
- Forum: Ideas and Suggestions
- Topic: A full campaign.
- Replies: 14
- Views: 14207
Re: A full campaign.
I would absolutely love to get involved, but more than that - I'd love if there was any kind of continuing official campaign. I loved the campaign that's there and think it has endless potential, though the game needs more monsters with better AI too. I have a really cool map I'm working on as well ...
- Tue Dec 26, 2017 11:46 am
- Forum: Ideas and Suggestions
- Topic: Failed bases with hostile turrets\ruins
- Replies: 3
- Views: 2633
Re: Failed bases with hostile turrets\ruins
That was in my post. ^.^ What I'm really talking about is integrating that into the main game and making it a core feature of Factorio. As in, you pretty much have to raid hostile ruins for certain kinds of technology or resources. It would also be hugely helpful to be able to place hostile turrets,...
- Mon Dec 25, 2017 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Failed bases with hostile turrets\ruins
- Replies: 3
- Views: 2633
Failed bases with hostile turrets\ruins
In order to get players to adventure out into the wilderness, how about placing hostile abandoned bases with turrets, mazelike alien ruins, failed colonies, and randomly generated quest locations. The player would see them on the map and have the option of trying to raid them for resources. Turrets ...