Pollution is counter-intuitive?
Posted: Thu Jun 15, 2017 12:24 am
I want to like the mechanic, not just because of the moral value, but also because of the general idea of "pollution bothers biters -> biters attack" but I feel like the mechanic is falling short in many ways.
TL;DR:
It's just not an elegant solution. Evolution (aka difficulty) should be directly related to the players factory size and tech level, not the pollution. Biters should attack in general, the intensity of attacks determined by evolution (aka player strength) and their chosen difficulty setting. Difficulty shouldn't rely on terrain (desert vs. forest), but on what the player selected and what he does in the game.
Pollution isn't good
1. As mechanic to increase the evolution (=difficulty) of enemies
2. As mechanic to tell the AI when to attack
3. at interaction with trees and terrain
The biggest issue I have with pollution is that you cannot avoid it in any meaningful way. Early and mid-game you produce a lot of pollution without much possibilities to do anything about it. Solar panels are somewhat expensive and inefficient in the mid-game and by then a lot of the damage has been done. Shortly after begins the late-game in which you start crafting modules, mainly efficiency one.
And this is where I feel the mechanic fails. Once you equip your mining drills, refineries and chemical plants with efficiency one modules that are pretty cheap to make, your pollution drops like a stone. For a very long time after that you will be invisible to aliens, not because you even wanted to, but simply because you were trying to reduce your energy consumption.
At this point players usually start using productivity and speed setups because there is no reason to care about pollution anymore. Your defenses can hold any attack easily, especially with the new uranium rounds and infinite research (1x infinite turret research and uranium rounds give turrets like 200 dmg per bullet... that's pretty ridiculous).
But shouldn't the game get harder as time goes on? Shouldn't it be easier at the start?
To recap:
1. A research/factory size indicator + time would work better than pollution as evolution factor, though pollution works somewhat okay early/mid game
2. The AI should not be bound to pollution to attack. It just makes the game completely random. The player has absolutely no control about where his pollution goes as he can't sow trees, can't revive trees and can't move resources where his miners will need to be. It creates very hard and very easy games just based on the density of trees, which brings me to the last point:
3. In the desert you will get attacked from all sides all day and in a dense forest you're invisible. New players not knowing this might get a much harder or easier game than they want to. Also people who don't like desert or forest (color, personal preference whatever) can be punished for their choice of terrain.
TL;DR:
It's just not an elegant solution. Evolution (aka difficulty) should be directly related to the players factory size and tech level, not the pollution. Biters should attack in general, the intensity of attacks determined by evolution (aka player strength) and their chosen difficulty setting. Difficulty shouldn't rely on terrain (desert vs. forest), but on what the player selected and what he does in the game.
Pollution isn't good
1. As mechanic to increase the evolution (=difficulty) of enemies
2. As mechanic to tell the AI when to attack
3. at interaction with trees and terrain
The biggest issue I have with pollution is that you cannot avoid it in any meaningful way. Early and mid-game you produce a lot of pollution without much possibilities to do anything about it. Solar panels are somewhat expensive and inefficient in the mid-game and by then a lot of the damage has been done. Shortly after begins the late-game in which you start crafting modules, mainly efficiency one.
And this is where I feel the mechanic fails. Once you equip your mining drills, refineries and chemical plants with efficiency one modules that are pretty cheap to make, your pollution drops like a stone. For a very long time after that you will be invisible to aliens, not because you even wanted to, but simply because you were trying to reduce your energy consumption.
At this point players usually start using productivity and speed setups because there is no reason to care about pollution anymore. Your defenses can hold any attack easily, especially with the new uranium rounds and infinite research (1x infinite turret research and uranium rounds give turrets like 200 dmg per bullet... that's pretty ridiculous).
But shouldn't the game get harder as time goes on? Shouldn't it be easier at the start?
To recap:
1. A research/factory size indicator + time would work better than pollution as evolution factor, though pollution works somewhat okay early/mid game
2. The AI should not be bound to pollution to attack. It just makes the game completely random. The player has absolutely no control about where his pollution goes as he can't sow trees, can't revive trees and can't move resources where his miners will need to be. It creates very hard and very easy games just based on the density of trees, which brings me to the last point:
3. In the desert you will get attacked from all sides all day and in a dense forest you're invisible. New players not knowing this might get a much harder or easier game than they want to. Also people who don't like desert or forest (color, personal preference whatever) can be punished for their choice of terrain.