Search found 49 matches

by Lallante
Thu Mar 17, 2016 4:23 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311277

Re: [0.12.x][v0.12.7] Bob's Logistics mod

Bob its probably been said some point before in the last two years, but the naming schema for the inserters is currently a bit off. Assuming we have an inserter with two belts belt (4 lanes) on each side as follows [A l B][C l D] X [1 l 2][3 l 4] Standard, fast and smart inserters take from lane C/D...
by Lallante
Thu Mar 17, 2016 3:40 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196407

Re: Solar panels less of a no-brainer

tbh that's what you basically do with all the rest of the game : fiddle some hours until you find a layout that suits you, blueprint it, and after it's just click, click, you're done. Why should energy production be so different ? Every other chunk of the game, once automated, leads on to harder ch...
by Lallante
Thu Mar 17, 2016 2:38 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39977

Re: Accumulators are too cheap

A "one size fits all solution" that eliminates a large amount of gameplay, like accumulators and solar in combination, is a bad solution. Accumulators + Solar is the easy solution to an energy problem that has many potential solutions. There is no point using those other options while acc...
by Lallante
Thu Mar 17, 2016 2:36 pm
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 21253

Re: Overpowered strategies

Accumulator charge, discharge, and retention should be changed to account for this, and make them less godly. Values should be modable too really. A typical NiMH battery takes 150% electricity to charge, discharge can be anywhere from a 20% to 100% efficiency, depending on current draw. They also h...
by Lallante
Thu Mar 17, 2016 2:34 pm
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 21253

Re: Overpowered strategies

Bob - thanks - I had no idea that there were two damage researches that stack for gun turrets (i.e. the dedicated gun turret damage one and the handheld damage one). Still, when I use a mix of lasers and gun turrets the biters never make it into range of the gun turrets in the first place so its rat...
by Lallante
Thu Mar 17, 2016 12:15 pm
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 21253

Re: Overpowered strategies

Bob - show your maths on the Turret vs Laser DPS please - mine shows Lasers capping out at fully 20% higher dps

And they have 50% more range, not "a bit more".
by Lallante
Thu Mar 17, 2016 12:11 pm
Forum: General discussion
Topic: Challenging enemies
Replies: 18
Views: 6354

Re: Challenging enemies

Pollution is the single biggest driver of difficulty. Try the "no solar, no accumulators" challenge.
by Lallante
Thu Mar 17, 2016 12:10 pm
Forum: General discussion
Topic: Annoyances associated with Factory building
Replies: 41
Views: 12709

Re: Annoyances associated with Factory building

A remote outpost running out of repair packs.
by Lallante
Thu Mar 17, 2016 12:06 pm
Forum: General discussion
Topic: SOLAR or STEAM [poll]
Replies: 72
Views: 36417

Re: SOLAR or STEAM [poll]

Almost no-one LIKES solar power/accumulators. We just use it because its so overpowered compared to the pollution and fuel-using steam alternative.
by Lallante
Thu Mar 17, 2016 11:53 am
Forum: General discussion
Topic: Have Some Questions Before I Buy.
Replies: 112
Views: 115180

Re: Have Some Questions Before I Buy.

I dont know anyone who enjoyed their first 2-3 hours in Factorio and who then didnt go on to 100 hrs + Given a AAA game often has less than 10-20 hours gameplay and zero replay value (maybe eked out to 50+ hours for the dedicated multiplayer adherents, which are maybe 5% of players), I think thats p...
by Lallante
Thu Mar 17, 2016 8:56 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196407

Re: Solar panels less of a no-brainer

tbh that's what you basically do with all the rest of the game : fiddle some hours until you find a layout that suits you, blueprint it, and after it's just click, click, you're done. Why should energy production be so different ? Every other chunk of the game, once automated, leads on to harder ch...
by Lallante
Thu Mar 17, 2016 8:53 am
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 21253

Overpowered strategies

The definition of overpowered for the purposes of Factorio needs some thought. Its not a competative or even a PvP game, so balance is not determined by how well competing players can do against each other. Instead, in my mind Factorio is a game where the goal of game design is fun gameplay while in...
by Lallante
Thu Mar 17, 2016 8:32 am
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39977

Re: Accumulators are too cheap

MeduSalem's proposal is great.

People saying "if you dont like solar, dont use it" fundamentally shouldnt be posting in a BALANCING forum.

A "one size fits all solution" that eliminates a large amount of gameplay, like accumulators and solar in combination, is a bad solution.
by Lallante
Wed Mar 16, 2016 1:20 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196407

Re: Solar panels less of a no-brainer

Its seems stupid that there is a power solution that, once you have it automated one time, is effectively the last bit of non-trivial gameplay you do in that entire resource (power). It seems especially stupid that this method offers EVERY advantage except cost over its alternative. I do think the m...
by Lallante
Tue Mar 15, 2016 1:28 pm
Forum: Balancing
Topic: Battery, battery MK2
Replies: 4
Views: 1986

Re: Battery, battery MK2

I think this would be great. It would also be really useful to have a way to charge batteries outside of the suit, from your main electricity grid.

Early on only having solar panels to power your suit sucks.
by Lallante
Tue Mar 15, 2016 10:44 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 100943

Re: [0.12.x][v0.12.6] Bob's Enemies Mod

I think its good that biters can attack turrets behind walls. The vanilla larger biters list this as a feature.
by Lallante
Fri Mar 11, 2016 6:34 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 149626

Re: RTS direction

I have an idea for the RTS element of Factorio that is in keeping with its existing features and (relatively) easy to bolt on. You would construct robot factories which would be assigned recipes for particular kinds of fighting robot, and would have a "target" designated using the minimap....
by Lallante
Fri Mar 11, 2016 6:29 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196407

Re: Solar panels less of a no-brainer

Zhab again thats an argument ot make it difficult to scale up, not to keep it exactly as it is.

I've yet to meet a Factorio player who has put in more than about 20h who hasnt basically "completed" power production because they have unlimited free solar.
by Lallante
Fri Mar 11, 2016 6:28 pm
Forum: Ideas and Requests For Mods
Topic: "Factory layout testing mod"
Replies: 2
Views: 1113

"Factory layout testing mod"

This should be an easy mod to create. Effectively all it would need is: 1. Full research from outset. 2. Manual crafting of all items - recipes set to nothing and 0s (or if that isnt possible, say, 1 coal/0.1s for a stack of 50) and as a bonus if possible: 3. A new item that loads and unloads fully ...
by Lallante
Fri Mar 11, 2016 4:54 pm
Forum: Balancing
Topic: Target prioritising of turrets
Replies: 23
Views: 31316

Re: Target prioritising of turrets

This isnt a balancing issue - its the downside of using turret creep to kill biter spawns (which IMO should be made much harder anyway)

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