Should killing a nest increase global evolution?
Posted: Thu May 05, 2016 9:01 pm
I've been playing and enjoying Factorio for a little bit now, and tried out different settings and mods. One issue I keep noticing is (1) a lack of resources when using default settings; they run out fairly fast. I tried (A) adjusting the resource settings to max, but then it becomes boring without any challenge, and I run out of things to do with all the resources. Then I tried (B) installing different infinite resource mods, but those all had the same (or worse) results as doing (A). I also went with (C) many different approaches to just expanding in a vanilla game setting; however, basic expansion just ended up being a brutal, mind-numbing grind.
I. Problem
So, my reasoning is that (A) and (B) are not the solution to the problem. If the map is infinitely large, then the resources are already in a sense infinite; so infinite resource mods are interesting, but they don't really add anything necessary to the vanilla gameplay. So, my feeling is that the real issue, and the solution lies in expansion.
II. Expansion
If I were to analyze and break down my expansion experience, I would say overall it is tedious, monotonous, and uninteresting.
(II.A) Clearing Aliens; at first it starts out somewhat reasonable and manageable; the aliens are not very evolved or expanded at first and you can clear out what you need to get to more resources. But as the game progresses and you clear out more and more aliens, they evolve, they expand, and they sort of merge together into an all encompassing puddle of Aliens and Hives. You cannot attack one without triggering all the nearby Aliens, they are clustered too closely together to not be considered nearby, and you have no room to maneuver. The whole thing just bogs down into a kind of trench warfare. I always end up slogging through so many Aliens that I never have any shortage of Alien Artifacts (unfortunately, there is not much you can do with Alien Artifacts ...but that is a different issue).
(II.B) Infrastructure; at the beginning setting up basic infrastructure, then upgrading to the electric drills, then getting some simple blueprint patterns to expand better; it starts out interesting and dynamic ...then it just stagnates: no new tech, no new drills, nothing really changes. As you expand you have to (should) stop using conveyor belts and start using trains and the building and planning of railroads, stations, trains, etc. is interesting and fun at first but then you have to keep repeating it as your infrastructure grows, and there isn't really any effective way to automate the process. You have to do a lot of planning and preparation to stage for any kind of automated approach using blueprints and robots, which can be frustrating with lack of bag space, or even trunk space, and I find it just ends up being faster doing a lot of it manually, but then that perpetuates the boredom and monotony of the process.
(II.C) Security; protecting yourself and your infrastructure against the Aliens again starts out dynamic and interesting, but then it just stagnates and turns into a grind of mindless repetition. The aliens evolve, they get harder to kill, and more frequent ...they don't change tactics, they don't require any kind of adaptive approach. Walls, Turrets, Ammo, Robot Repairs, Robot Replacement; Done ...rinse and repeat; apply liberally. You start out building your perimeter with defenses, establishing your DMZ safe-zone to work in; then the only question when you expand is do you extend or do you try to take a modular approach of building resource outposts to feed your main factory. (i) extending your perimeter; honestly this method turns out to be the best approach overall: kill all the Aliens, wall in everything, defend everything. (ii) Outposts; (1) if you don't secure your expansion outpost it will be destroyed, of course. Some of the infrastructure, such as, railroads and power poles is safe from harm usually, but everything else is a target. (2) If you try to partially, or minimally defend your expansion outpost (or half-ass the job), you will be trapped in an endless cycle of monitoring, and returning to repair or reclaim your outpost. As You expand it becomes a huge drain doing this for every outpost. Also, the constant barrage of endless warnings and alarm sirens in end-game is nerve-grating. (3) Completely and comprehensively defending your outpost turns out to have a large manual element to it, and it is rigid and repetitive. Just the other evening when I was playing a game with default settings, I expanded for some copper, built an outpost, I tried to just do a simple defense, the Aliens started to gang-bang it, I kept coming back, until I finally had to set up a complete self-sustaining defense perimeter, I finally got it finished ...and all the resources were gone; I burned through the resources faster than I was able to set-up the defenses.
III. Bottom-Line
Expansion just doesn't fit well into the gameplay; it is clunky and just doesn't flow well or keep up. Expansion absolutely kills the momentum of the game. Playing without the need for expansion seems to take away the challenge. Right now every game seems to devolve into boredom or tedium.
IV. Solutions
Honestly, I'm not sure what should be done. One thought I had was what if the Aliens only evolved from pollution and not directly from expansion (killing hives). Maybe it would play out differently... I created a mod of an advanced mining drill and research; that seemed to help a little with the resource gathering part, but it didn't change anything about the trench-warfare or defense.
I. Problem
So, my reasoning is that (A) and (B) are not the solution to the problem. If the map is infinitely large, then the resources are already in a sense infinite; so infinite resource mods are interesting, but they don't really add anything necessary to the vanilla gameplay. So, my feeling is that the real issue, and the solution lies in expansion.
II. Expansion
If I were to analyze and break down my expansion experience, I would say overall it is tedious, monotonous, and uninteresting.
(II.A) Clearing Aliens; at first it starts out somewhat reasonable and manageable; the aliens are not very evolved or expanded at first and you can clear out what you need to get to more resources. But as the game progresses and you clear out more and more aliens, they evolve, they expand, and they sort of merge together into an all encompassing puddle of Aliens and Hives. You cannot attack one without triggering all the nearby Aliens, they are clustered too closely together to not be considered nearby, and you have no room to maneuver. The whole thing just bogs down into a kind of trench warfare. I always end up slogging through so many Aliens that I never have any shortage of Alien Artifacts (unfortunately, there is not much you can do with Alien Artifacts ...but that is a different issue).
(II.B) Infrastructure; at the beginning setting up basic infrastructure, then upgrading to the electric drills, then getting some simple blueprint patterns to expand better; it starts out interesting and dynamic ...then it just stagnates: no new tech, no new drills, nothing really changes. As you expand you have to (should) stop using conveyor belts and start using trains and the building and planning of railroads, stations, trains, etc. is interesting and fun at first but then you have to keep repeating it as your infrastructure grows, and there isn't really any effective way to automate the process. You have to do a lot of planning and preparation to stage for any kind of automated approach using blueprints and robots, which can be frustrating with lack of bag space, or even trunk space, and I find it just ends up being faster doing a lot of it manually, but then that perpetuates the boredom and monotony of the process.
(II.C) Security; protecting yourself and your infrastructure against the Aliens again starts out dynamic and interesting, but then it just stagnates and turns into a grind of mindless repetition. The aliens evolve, they get harder to kill, and more frequent ...they don't change tactics, they don't require any kind of adaptive approach. Walls, Turrets, Ammo, Robot Repairs, Robot Replacement; Done ...rinse and repeat; apply liberally. You start out building your perimeter with defenses, establishing your DMZ safe-zone to work in; then the only question when you expand is do you extend or do you try to take a modular approach of building resource outposts to feed your main factory. (i) extending your perimeter; honestly this method turns out to be the best approach overall: kill all the Aliens, wall in everything, defend everything. (ii) Outposts; (1) if you don't secure your expansion outpost it will be destroyed, of course. Some of the infrastructure, such as, railroads and power poles is safe from harm usually, but everything else is a target. (2) If you try to partially, or minimally defend your expansion outpost (or half-ass the job), you will be trapped in an endless cycle of monitoring, and returning to repair or reclaim your outpost. As You expand it becomes a huge drain doing this for every outpost. Also, the constant barrage of endless warnings and alarm sirens in end-game is nerve-grating. (3) Completely and comprehensively defending your outpost turns out to have a large manual element to it, and it is rigid and repetitive. Just the other evening when I was playing a game with default settings, I expanded for some copper, built an outpost, I tried to just do a simple defense, the Aliens started to gang-bang it, I kept coming back, until I finally had to set up a complete self-sustaining defense perimeter, I finally got it finished ...and all the resources were gone; I burned through the resources faster than I was able to set-up the defenses.
III. Bottom-Line
Expansion just doesn't fit well into the gameplay; it is clunky and just doesn't flow well or keep up. Expansion absolutely kills the momentum of the game. Playing without the need for expansion seems to take away the challenge. Right now every game seems to devolve into boredom or tedium.
IV. Solutions
Honestly, I'm not sure what should be done. One thought I had was what if the Aliens only evolved from pollution and not directly from expansion (killing hives). Maybe it would play out differently... I created a mod of an advanced mining drill and research; that seemed to help a little with the resource gathering part, but it didn't change anything about the trench-warfare or defense.