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Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:08 pm
by Klonan

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:11 pm
by ske
Cliffs confirmed! Praise the LOrd of bits!
in Factorio nothing should stand in the way of automation, so if you don't like cliffs, you can always blow them up
I don't know how to feel about that. It just doesn't feel right. This is just like landfill. Very useful in certain situations but given enough resources it makes the whole map flat and void of features. Good for a sandbox where you copy-paste blueprints but it takes away from the challenge. I'd rather have landfill and cliff-explosives as a mod that needs to be enabled.

Anyways... Hoooray for the cliffs!

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:12 pm
by bigyihsuan
Those cliffs look amazing.

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:14 pm
by tvardero
Bridges? Ramps? Tunnels? Leap of faith (and fall damage)?

upd: New enemy type - spiders that can climb up walls and cliffs?
Nest inside cliffs? Caves? omg i have too many ideas to ask

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:15 pm
by White_lapin
As a suggestion, could the player make a ramp that can be driven up etc to ue the multiple layers, or a belt that can traverse the slope? The cliffs are a brilliant idea though and look cool

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:19 pm
by sillyfly
This looks awesome!
But I'm a bit feverish, so I really hope I'm not hallucinating it.
Cliffs! In Factorio! Awesome!

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:19 pm
by tobsimon
Yeah, Cliffs! :D :D :D

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:19 pm
by torham
Love the cliffs and the new decals. Anything that makes the map more interesting is good.

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:19 pm
by Mooncat
It is the most exciting feature in 0.16!

Now we need enemies that will ignore the cliffs, e.g. flying aliens.

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:20 pm
by Ghoulish
A big change so late in the day! Can't wait to see what the final design will be like.

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:23 pm
by Sparen
This is really getting my hopes up for some kind of proper grade separation~

Perhaps artificial craftable cliffs (cough cough ramps) and railway viaducts may be coming? :)

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:24 pm
by DasMonzta
Excellent those cliffs. First good idea since years.

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:25 pm
by mietok
OMG, love it!! :shock: :D Flying monsters next?! Maybe attacks from the sea :mrgreen:

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:26 pm
by ske
DasMonzta wrote:Excellent those cliffs. First good idea since years.
What have the Romans ever done for us?

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:27 pm
by JimmyJoJameson
No more than five minutes before this week's FF, I lamented the lack of proper terrain elevation. Then this happens. Truly, there is a god and I'm in his favor.

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:28 pm
by wlfbck
mietok wrote:OMG, love it!! :shock: :D Flying monsters next?! Maybe attacks from the sea :mrgreen:
This! And then it's only a matter of time until someone makes a Age of Factorio mod :D

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:29 pm
by aklesey1
tvardero wrote:Bridges? Ramps? Tunnels? Leap of faith (and fall damage)?

upd: New enemy type - spiders that can climb up walls and cliffs?
Nest inside cliffs? Caves? omg i have too many ideas to ask
Spiders?
If devs will add new enemies like spiders or birds or huge lizard-like bats it'll be awesome
I think we really need flying enemies that can fly over water and through walls

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:30 pm
by ske
mietok wrote:Maybe attacks from the sea :mrgreen:
I actually think this is a very good idea. Right now when claiming a lot of land, a square perimeter of turrets is the most efficient shape. You only need to defend the borders but not the area. When creatures start crawling out of the sea, the cost of defense goes up proportional with the area instead of the square root of it. This would be quite the game-changer.

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:36 pm
by mietok
ske wrote:
mietok wrote:Maybe attacks from the sea :mrgreen:
I actually think this is a very good idea. Right now when claiming a lot of land, a square perimeter of turrets is the most efficient shape. You only need to defend the borders but not the area. When creatures start crawling out of the sea, the cost of defense goes up proportional with the area instead of the square root of it. This would be quite the game-changer.
Yeees, floating turrets and seawalls :D No more mainland choke points

Re: Friday Facts #219 - Cliffs

Posted: Fri Dec 01, 2017 9:41 pm
by ske
mietok wrote:No more mainland choke points
The creatures coming seaways could be very weak and very rare. They would be very easy to defend against in the early game. Using lakes as chokes in early game would still work. But those little creatures start nesting if you don't shoot them down and then the trouble begins.