Imo there aren't many features that aren't multiplayer friendly that would fit in Factorio. As far as your slowing time example. Simple solution that is multiplayer friendly. A slow-time field that slows everything down in a certain radius rather than simply 'everything'.immibis wrote:Also don't forget all the features you can't have if you have multiplayer. There's nothing currently in Factorio where it'd be a problem, but you might think of something in the future and think "Darn, this would be an awesome feature, but it won't work with multiplayer!". Maybe an entity that slows down time, for example.slpwnd wrote:Actually the tough part of the MP is solving the technical issues (determinism, client synchronization, network communication shenanigans, multiple players on the map, etc.). Then making a PvP or Coop modes will be the same amount of work.
I personally think the Coop is better suited for Factorio than PvP, mostly because of above mentioned balancing issues. But lets see. Once the technical aspects of MP are done there will be plenty of room for experiments. And for instance having a bit faster-paced games of teams with 4 vs. 4 or so does sound intriguing.
As far as PvP. As I said before, don't try to balance it. Just allow it. Let the games play out without being balanced. Not like it needs to be built around the fact that players can fight each other.