What would you want to see in a Factorio RTS mod?
Posted: Thu Aug 16, 2018 12:47 pm
This is a crosspost from the reddit thread: https://www.reddit.com/r/factorio/comme ... o_rts_mod/
For those without Reddit, you can put your thoughts here. I appreciate any input! I'm keen to make this a reality. I'm also building a mod team to plan and implement all this, message me if you are interested.
I am compiling notes and my own thoughts about what kind of RTS style functionality and gameplay mechanics I'd like in a Factorio RTS mod, and I thought I'd extend the question to you guys - the potential 'users' of this mod. Since making the Robot Army mod I've always wanted to take the RTS concepts further, and I've been getting that itch again lately.
I envision playing Factorio in the God Controller mode (no character), and building a base in an RTS style similar to some of the old classics like Red Alert. The other alternative way is to have a character, and resemble more like Total Annihilation in the concepts/mechanics (this is most similar to the current Factorio gameplay).
In the "god controller"/free floating camera with universal control, I see the general RTS mechanics being such that you can place buildings anywhere, but there needs to be a limiting factor for influence/control - such as what we get with the Robot Logistics build range from Robo ports. In fact, it might be that the RTS mechanics for buildings simply leverage that entirely - all building is done with starter robo port and construction bots (or equivalents, maybe land based units and burner tech style).
In the Avatar/character based control method, I imagine that things would remain basically the same as Factorio currently plays in terms of building within the player's small radius of the character, or remotely with bots/map view etc. But with the RTS units providing 'contruction' units which can be commanded and are mobile enough to move out into the wilderness and build stuff from a limited GUI button array of buildings, drawing from some pool of resources or stockpiles.
There needs to be some building -> unit -> building feedback cycle for growth, there needs to be a reason for the players to expand and explore with the units - resources are a good enough incentive so that's already a thing in Vanilla Factorio.
There needs to be more influence from the enemy - biters need to be improved as part of this mod, or as an add-on mod, or additional enemy factions/types need to be introduced and randomly spawn in chunks just like the biters. This will help the world become more 'alive' as well.
The enemy needs to grow - and become a threat. Consume resource nodes, and compete for the resources along with the player. But somehow, not totally destroy the player's computer with excessive AI handling or insanely unchecked growth.
The obvious mechanics like mouse-based selection and commanding of units, building of units from production buildings, and common tasks like setting units to defend, patrol, move, and attack move, are all necessary features.
Potential for a city-building-esque mechanic is in here - for example the military population must be supported by a proportionally sized civilian population. Build habitats and automate production of food/upkeep costs. Could leverage farming/supplies mods for this mechanic. Civilians can be represented simply - i.e just the player model armed with a pistol, who wander around and are not controllable (or maybe they are, to move out of the way for buildings?) but will attempt to defend themselves if attacked. If civilian population falls too low due to starvation/upkeep failure, military units could revolt/defect and become hostile.
Random events in the world could happen to spice things up - enemy mercenary soldiers in a drop pod land at random locations and move to attack nearest, or set up a little basecamp and call in more dudes..
Friendly bases could pop up, and radio for help - possibilities of trade stations built nearby to exchange goods, technology, or manpower/militia forces on the borders (encourages player exploration).
With good unit design and balancing vs Biters and vs other units/factory defences, could end up a really neat PvP scenario/mod as well..
Need ideas for how things can scale up appropriately to suite Factorio - how to control player growth with unit power/population? How can the enemy be scaled up properly to remain a threat? What additional aggro factors other than pollution could be introduced?
TL:DR Please share your thoughts on RTS mod design/mechanics/theories and how they would work for Factorio to make an awesome RTS experience within the framework Factorio provides (massive scale, unlimited world size etc).
For those without Reddit, you can put your thoughts here. I appreciate any input! I'm keen to make this a reality. I'm also building a mod team to plan and implement all this, message me if you are interested.
I am compiling notes and my own thoughts about what kind of RTS style functionality and gameplay mechanics I'd like in a Factorio RTS mod, and I thought I'd extend the question to you guys - the potential 'users' of this mod. Since making the Robot Army mod I've always wanted to take the RTS concepts further, and I've been getting that itch again lately.
I envision playing Factorio in the God Controller mode (no character), and building a base in an RTS style similar to some of the old classics like Red Alert. The other alternative way is to have a character, and resemble more like Total Annihilation in the concepts/mechanics (this is most similar to the current Factorio gameplay).
In the "god controller"/free floating camera with universal control, I see the general RTS mechanics being such that you can place buildings anywhere, but there needs to be a limiting factor for influence/control - such as what we get with the Robot Logistics build range from Robo ports. In fact, it might be that the RTS mechanics for buildings simply leverage that entirely - all building is done with starter robo port and construction bots (or equivalents, maybe land based units and burner tech style).
In the Avatar/character based control method, I imagine that things would remain basically the same as Factorio currently plays in terms of building within the player's small radius of the character, or remotely with bots/map view etc. But with the RTS units providing 'contruction' units which can be commanded and are mobile enough to move out into the wilderness and build stuff from a limited GUI button array of buildings, drawing from some pool of resources or stockpiles.
There needs to be some building -> unit -> building feedback cycle for growth, there needs to be a reason for the players to expand and explore with the units - resources are a good enough incentive so that's already a thing in Vanilla Factorio.
There needs to be more influence from the enemy - biters need to be improved as part of this mod, or as an add-on mod, or additional enemy factions/types need to be introduced and randomly spawn in chunks just like the biters. This will help the world become more 'alive' as well.
The enemy needs to grow - and become a threat. Consume resource nodes, and compete for the resources along with the player. But somehow, not totally destroy the player's computer with excessive AI handling or insanely unchecked growth.
The obvious mechanics like mouse-based selection and commanding of units, building of units from production buildings, and common tasks like setting units to defend, patrol, move, and attack move, are all necessary features.
Potential for a city-building-esque mechanic is in here - for example the military population must be supported by a proportionally sized civilian population. Build habitats and automate production of food/upkeep costs. Could leverage farming/supplies mods for this mechanic. Civilians can be represented simply - i.e just the player model armed with a pistol, who wander around and are not controllable (or maybe they are, to move out of the way for buildings?) but will attempt to defend themselves if attacked. If civilian population falls too low due to starvation/upkeep failure, military units could revolt/defect and become hostile.
Random events in the world could happen to spice things up - enemy mercenary soldiers in a drop pod land at random locations and move to attack nearest, or set up a little basecamp and call in more dudes..
Friendly bases could pop up, and radio for help - possibilities of trade stations built nearby to exchange goods, technology, or manpower/militia forces on the borders (encourages player exploration).
With good unit design and balancing vs Biters and vs other units/factory defences, could end up a really neat PvP scenario/mod as well..
Need ideas for how things can scale up appropriately to suite Factorio - how to control player growth with unit power/population? How can the enemy be scaled up properly to remain a threat? What additional aggro factors other than pollution could be introduced?
TL:DR Please share your thoughts on RTS mod design/mechanics/theories and how they would work for Factorio to make an awesome RTS experience within the framework Factorio provides (massive scale, unlimited world size etc).