Zero, but in my opinion whole stupid story of crashes pilot is futile in this kind of game. It does not give anything or does not affect to any decision. It is exactly as possible to build alone an infrastructure able to launch orbital rocket as find a planet which have similar plants as earth and huge arthropod animals.Mythoss wrote: ↑Tue Jun 16, 2020 6:11 pm I disagree, what are the odds of a planet in a different solar system evolving with the EXACT same trees and brush? To me, it means the artist lacked creativity and imagination. Alien doesn't have to mean oversaturated. I also don't think every biomes needs to look alien, but some definitely should, since we are, after all, on an alien planet.
It would be possible.The majority of these complaints from you guys that just enjoy the building aspect could be resolved with a difficulty slider and or a no fliers checkbox.
This is real problem. Combat players are much larger group than nerdy engineering logistic game players. Therefore it is real treat that devs will change the game to much more combat oriented. There are no games like factorio. Factorio can be modded to be challenging in logistical sense (with one of those huge and complicated mods, like DyWoprld, Bob's & Angels, Pyanodon etc.) and no other game can handle nearly as large and complex world than Factorio.Keep in mind you are the vocal minority on these forums, and there is a huge playerbase out there that doesn't just want a logistical problem solver. There are plenty of puzzlers out there. Many of us enjoy all the aspects of the game, and want them expanded upon.
I hope that there will be games with the same idea. They can be more combat oriented or what I would like most more engineering oriented. Not pursuit of fourth decimal of perfect 2:3 ratio, which is fate of far too many Factorio players and as far from real engineering as possible, but adjusting to varying conditions, handling nonlinear systems etc.
Why not trivial solution, just do not enclose your base or choose less water in map? For example I do not like beacons and just do not use them. Only thing it prevents is extremely large megabases, but I am not interesting copying of same structures until my CPU melts and get some number just before smoke is released.I think there is nothing wrong with using choke points and it's a strategy I use as well, but I also think biters should be able to get to you. I don't think cheesing the terrain in a way that biters can't even reach you or just barely so they funnel in is abusing the games limitations, and pretty cheaty. Fliers would solve that to some extent.
This is true. Game does not give versatile tools to make interesting enemies. It is more or less impossible with slow lua scritps, especiaslly if number of enemies is large. Enemies should be programmed with efficient C++, if they had interesting properties, like AI, and not just versions of basic biters. However, I think that flying biter would be possible by just disabling collision checks and let biter run through everything. Similar unit would be burrowing biter if not drawed on screen.There actually really aren't that many biter mods, as mentioned above, because the amount of knowledge a modder has to have to put them in as well.