That could be balanced by adjusting number of biters. I would like to have small number of interesting biters. That would give interesting decisions. Now whole map is filled with biter bases and only way to expand is just clear everything by tedious fighting. If there were fewer bases I could explore the land and maybe choose between clearing nearby ore patch or build longer line to free patch. I could go around biter bases and so on.Cribbit wrote:It sounds good on paper that biters should be smarter about where they attack. If you have a far away base connected via rail/power lines, they should probe to attack the undefended sections. It sounds good on paper that biters should form larger groups to have an overwhelming attack.
However, all this does is force players to build more military before building other things. If you want enemies of mixed types of resistance, then the player just builds different types of turrets.
Of course current amount of clever biters would change overall balance of the game towards fighting game with interesting resource production mechanics. I do not want that. But of course number should be adjustable from zero to insanity and those who like more combat weighted game could use high settings.
Biter intelligence would be so demanding that scripting can not handle it in reasonable time. It should be hard coded in game to be effective. Clever biter mods seems to be very home made tricks and I do not find them much more interesting.Mods can extend on this gameplay and many do. For the sort of game factorio is trying to be combat is in a pretty good spot.