Factorio Strategy Guide; Need Your Input
Posted: Thu Jul 30, 2015 2:05 am
Hi,
I need some input from the community on something. I am in the process of finalizing the concept and details of a Strategy Guide for the game. I can't really go into more details at this point, but throughout this process I have talked to some people (Factorio devs included) about what type of information should be in this guide and there seems to be two different opinions or ideas for what type of content it should contain. But what really matters is what the community thinks, seeing as the guide is for you!
So what I would like from you all is to think about when you were new to the game, or if you are new to the game currently, then think about what type of information and concepts you would be looking for or find helpful in a guide/users manual for the game. I would prefer if you stick to choosing one of the two concepts listed below, or just state that you would like something in the middle of the two. I would prefer it this way because it will make it a lot easier for me, rather than if there were just 100 different ideas/opinions to choose from. Please include any other details or thoughts/explanations as to why you would like it the way you chose.
Personally I am probably more of the second opinion just based on my experience learning the game from when I was a new player, and my observations of questions asked on the Forums, the Reddit and comments on my and other people's YT videos. So without further ado, here are the two concepts that have arisen:
First Opinion:
- That the guide should be almost entirely just about covering the basic concepts of the game, rather than going over each specific stage or subject in the game. Examples of the type of content for this idea are as follows (obviously this isn't everything that would be covered, but this approach would be much more broad and not so in-depth for each individual thing);
- About The Game (what the game is about and the main concepts that will take place in the game)
- Belt and Inserter Mechanics (ie how they work, tricks for doing things with them, their behavior etc)
- Mining (how the process of mining works, both manual and automated)
- Basic Automation (assemblers and smelting and how it all works)
- Science (just an explanation of what science is and how it works, rather than detailed info on each science pack and setups for each).
- Pollution (how it works and spreads etc)
- Trains (simple explanation of why to use trains in the first place, explain signals and chain signals, show simple and advanced junction solutions etc)
- Liquids (explanation of liquid behavior and such)
- Logistics System (explanation of how it works etc)
- Circuit Network (explanation, maybe examples)
- Attacking enemies and defending from Enemies
Second Opinion:
- Pretty much opposite of the first opinion or concept. The idea here is that each main stage of "milestone" of the game would be covered, along with some of the concepts shown above. So an example of what this would like is as follows;
Early Game Stuff;
- About The Game (same as above)
- Initial Observations (going over the process of spawning in for the first time, and the importance of taking in your surroundings, like how close enemies are and what resources are available etc).
- Collecting Resources (the process of collecting resources in the "burner stage")
- Setting up Power (explanation of why power is necessary and how it works. Then explanation of how to actually set it up and examples of setups and the ratio(s) for that)
- Belt & Inserter Mechanics (same as above)
- Automating Smelting (explanation of why to automate the process of smelting resources, and examples of how to do it etc)
- Red Science (telling the importance of automating each science pack, and explanation of the fact there are 4 types each one more complicated etc. Showing examples of setups for Red Science, and other random info etc)
- Green Science (similar to Red Science, but for Green Science)
- Steel Production
Mid Game Stuff;
- Engine Units (Explanation of what engine units are used for and that it is good to automate at least a few)
- Solar Panels (explain how solar panels work and show setups for them etc)
- Basic Oil Processing (explanation of oil and how liquids work, and explanation of setting it all up with examples, and what each product is used for etc)
- Laser Turrets (How laser turrets work and their advantages and disadvantages)
- Trains (same type of thing as in the first opinion)
Alrighty so that is obviously not everything, but is hopefully a good enough example to show the differences between the two ideas. So to summarize, the first opinion/concept is for it to be much more broad and just cover the main concepts not the specific entities or stages in the game. Whereas the second opinion focuses more on the individual entities or stages of the game and automation process of the major items etc and includes some of the main concepts too (such as belt and inserter mechanics etc), but just goes much more in depth.
So first of all, thank you for reading this and for giving your perspective and feedback if you choose to do so. If you have any questions about any of it or to further clarify things, definitely ask.
I feel like something like this can help the community, new players, and the content of Factorio a lot, but I want to do it in a way that people (primarily new players, but also more experienced ones as well) will find helpful and informative.
I need some input from the community on something. I am in the process of finalizing the concept and details of a Strategy Guide for the game. I can't really go into more details at this point, but throughout this process I have talked to some people (Factorio devs included) about what type of information should be in this guide and there seems to be two different opinions or ideas for what type of content it should contain. But what really matters is what the community thinks, seeing as the guide is for you!
So what I would like from you all is to think about when you were new to the game, or if you are new to the game currently, then think about what type of information and concepts you would be looking for or find helpful in a guide/users manual for the game. I would prefer if you stick to choosing one of the two concepts listed below, or just state that you would like something in the middle of the two. I would prefer it this way because it will make it a lot easier for me, rather than if there were just 100 different ideas/opinions to choose from. Please include any other details or thoughts/explanations as to why you would like it the way you chose.
Personally I am probably more of the second opinion just based on my experience learning the game from when I was a new player, and my observations of questions asked on the Forums, the Reddit and comments on my and other people's YT videos. So without further ado, here are the two concepts that have arisen:
First Opinion:
- That the guide should be almost entirely just about covering the basic concepts of the game, rather than going over each specific stage or subject in the game. Examples of the type of content for this idea are as follows (obviously this isn't everything that would be covered, but this approach would be much more broad and not so in-depth for each individual thing);
- About The Game (what the game is about and the main concepts that will take place in the game)
- Belt and Inserter Mechanics (ie how they work, tricks for doing things with them, their behavior etc)
- Mining (how the process of mining works, both manual and automated)
- Basic Automation (assemblers and smelting and how it all works)
- Science (just an explanation of what science is and how it works, rather than detailed info on each science pack and setups for each).
- Pollution (how it works and spreads etc)
- Trains (simple explanation of why to use trains in the first place, explain signals and chain signals, show simple and advanced junction solutions etc)
- Liquids (explanation of liquid behavior and such)
- Logistics System (explanation of how it works etc)
- Circuit Network (explanation, maybe examples)
- Attacking enemies and defending from Enemies
Second Opinion:
- Pretty much opposite of the first opinion or concept. The idea here is that each main stage of "milestone" of the game would be covered, along with some of the concepts shown above. So an example of what this would like is as follows;
Early Game Stuff;
- About The Game (same as above)
- Initial Observations (going over the process of spawning in for the first time, and the importance of taking in your surroundings, like how close enemies are and what resources are available etc).
- Collecting Resources (the process of collecting resources in the "burner stage")
- Setting up Power (explanation of why power is necessary and how it works. Then explanation of how to actually set it up and examples of setups and the ratio(s) for that)
- Belt & Inserter Mechanics (same as above)
- Automating Smelting (explanation of why to automate the process of smelting resources, and examples of how to do it etc)
- Red Science (telling the importance of automating each science pack, and explanation of the fact there are 4 types each one more complicated etc. Showing examples of setups for Red Science, and other random info etc)
- Green Science (similar to Red Science, but for Green Science)
- Steel Production
Mid Game Stuff;
- Engine Units (Explanation of what engine units are used for and that it is good to automate at least a few)
- Solar Panels (explain how solar panels work and show setups for them etc)
- Basic Oil Processing (explanation of oil and how liquids work, and explanation of setting it all up with examples, and what each product is used for etc)
- Laser Turrets (How laser turrets work and their advantages and disadvantages)
- Trains (same type of thing as in the first opinion)
Alrighty so that is obviously not everything, but is hopefully a good enough example to show the differences between the two ideas. So to summarize, the first opinion/concept is for it to be much more broad and just cover the main concepts not the specific entities or stages in the game. Whereas the second opinion focuses more on the individual entities or stages of the game and automation process of the major items etc and includes some of the main concepts too (such as belt and inserter mechanics etc), but just goes much more in depth.
So first of all, thank you for reading this and for giving your perspective and feedback if you choose to do so. If you have any questions about any of it or to further clarify things, definitely ask.
I feel like something like this can help the community, new players, and the content of Factorio a lot, but I want to do it in a way that people (primarily new players, but also more experienced ones as well) will find helpful and informative.