Radar

Post all other topics which do not belong to any other category.
Verbesity
Inserter
Inserter
Posts: 28
Joined: Sat Feb 16, 2013 6:12 am
Contact:

Radar

Post by Verbesity »

I'm fairly certain the answer is "Nothing but suck up electricity." but is the radar good for anything other than the tutorial levels at the moment?
slpwnd
Factorio Staff
Factorio Staff
Posts: 1835
Joined: Sun Feb 03, 2013 2:51 pm
Contact:

Re: Radar

Post by slpwnd »

Good observation. Radar is only useful in the third level of the tutorial. It has no functionality on its own (just an entity with animation). The functionality in the third level of the tutorial is all provided by the Lua script.

We basically wanted the player to motivate to generate a lot of electricity in the third level. So we came up with the radar – we thought it was a good fit into the story.
Xinvoker
Inserter
Inserter
Posts: 44
Joined: Tue Feb 12, 2013 3:13 am
Contact:

Re: Radar

Post by Xinvoker »

slpwnd wrote:Good observation. Radar is only useful in the third level of the tutorial. It has no functionality on its own (just an entity with animation). The functionality in the third level of the tutorial is all provided by the Lua script.

We basically wanted the player to motivate to generate a lot of electricity in the third level. So we came up with the radar – we thought it was a good fit into the story.
When you implement an in-game map, maybe you could use radars to explore new sectors (which will be actual areas of the infinite map), without actually going there.
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Radar

Post by kovarex »

Xinvoker wrote:
slpwnd wrote:Good observation. Radar is only useful in the third level of the tutorial. It has no functionality on its own (just an entity with animation). The functionality in the third level of the tutorial is all provided by the Lua script.

We basically wanted the player to motivate to generate a lot of electricity in the third level. So we came up with the radar – we thought it was a good fit into the story.
When you implement an in-game map, maybe you could use radars to explore new sectors (which will be actual areas of the infinite map), without actually going there.
We are planning something like this, we will just have to implement the map first.
azoundria
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Fri Feb 08, 2013 9:30 am
Contact:

Re: Radar

Post by azoundria »

It's far too easy when you can zoom out and see everything :P There should be some hidden part of the map, until technologies are developed.
Catox
Burner Inserter
Burner Inserter
Posts: 10
Joined: Sat Feb 16, 2013 7:21 am
Contact:

Re: Radar

Post by Catox »

that could be fog of war :
- fair amount of visibility around the player
- small (or no) visibility around the buildings
- large visibility around radars
Post Reply

Return to “General discussion”