Biomes
Posted: Mon Sep 05, 2016 7:43 pm
I have been playing Factorio for several hundreds of hours, some of these together with my kids and we've had a tremendous amount of fun with that. However, by now replayability, or late stage goals have run out. When thinking about how to add late stage game fun we came up with the following idea, based on also playing the similar Fortresscraft Evolved.
At some point I also read the 150 FFF: https://www.factorio.com/blog/post/fff-150 which prompted me to think about biomes. But I wanted to sort the principles of what was missing to the idea so that when and if someone from the team starts implementing them, the principles will guide them to fill in the details as the implementation process goes. Here we are:
We need Biomes. Not just cosmetic ones, but functional ones. The design of a biome needs to go along the following principles:
- It should be a challenge (i.e. going there unprepared will eat you, your equipment and any machines you build there). It should also force you to acquire new tricks on how to design things so that you don't sink in boredome, because of simply applying the same optimal technique everywhere.
- Is should provide a reward, such as access to a new ore and thus new machinery, enable some new feature of the game (even if it is just a tiny thing such as axpanded toolbelt).
- There should be a natural feel of progression: One biome should be the stage for accessing the next harder biome. This makes people tell each other: Woah, I already got to #BiomeX and it was tough!
- As added by ssilk, there should also be plausibility. A great example of how to add plausibility can be found in this thread: viewtopic.php?f=80&t=13022
This would automatically give a reason to do expansion on the map (currently the only reason really is to get more of the same resources, and have space for solar cells).
For example let's think about the following possible biomes:
Underground:
- using the "faces" that kovarex I think implemented and described a few FFFs ago, we could research and introduce a lift that brings you up or down, and a cargo lift or something that can bring stuff up or down
- there are alsready other ideas for partial underground implementation: viewtopic.php?p=202481#p202481
- in fact there is a mod in work to add something like this: viewtopic.php?f=97&t=25444
- in fact^2 there is yet another mod in work to add something like this: viewtopic.php?f=97&t=13876
- underground only a limited selection of machines would work - anything that doesn't require air. Trying to set up a machine that does require air would quickly create a deadly area around itself with no oxygen and cease functioning shortly thereafter
- but underground would have infinite ore veins with slow extraction rates, and any patch of underground would first have to be dug out before seeing it
- a scanner would allow to search for ore veins
- and cave-ins would follow, if digging out too much without building supportive structures
- big battles happening above ground above such structure would damage them, so it would be vital to ensure that the area above is "pacified"
Desert:
- transport belts wont work because they will quickly be covered by sand. You either have to use logistic bots for everything, or build walls next to transport belts to prevent sand from covering the belts.
- sandworms will come and eat your machines from time to time. You will have to develop stumpers which attract sand worms and surrend them with turrets to kill them off. Stumpers have a certain range, so you will have to place them in regular patterns next to any equipment you built.
- in the desert you will find some special ore patches which can only be found in deserts, and which you need for a number of more advanced machines, or higher-tier versions of existing machines.
- most importantly, the new ore could be something with which you can create ultra high voltage power which is necessary to build the machines for the next tier of ore:
Alien Growth:
- It could be some kind of "cancerous" structure that slowly grows by eating pollution. The more pollution, the more it grows.
- It should be possible to discover a tech that helps to "harvest" it, rather than just shooting it, and the harvested material would be yet another important new type of ore.
- if it grows into the base, it will indiscriminately eat anything it finds, preferring to grow tentacles towards the most polluting machines.
Space:
- difficult to get there
- but obtain some really powerful weaponry (to beat the endboss?)
- some people already started to mod it in: viewtopic.php?f=97&t=30380
It would be fun to have even more biomes, such as volcanic, with a volcano constantly creating new patches of molten lava randomly around itself, which you could only build on if you have cooling technology, which would require tremendous amounts of power. Creating this amount of power is in principle possible by normal means, but you could cover only tiny patches of lava, so you would have to find uranium for a nuclear power plant, which can only be found in the next biome, which would be high mountains, or frozes plains or something.
At some point I also read the 150 FFF: https://www.factorio.com/blog/post/fff-150 which prompted me to think about biomes. But I wanted to sort the principles of what was missing to the idea so that when and if someone from the team starts implementing them, the principles will guide them to fill in the details as the implementation process goes. Here we are:
We need Biomes. Not just cosmetic ones, but functional ones. The design of a biome needs to go along the following principles:
- It should be a challenge (i.e. going there unprepared will eat you, your equipment and any machines you build there). It should also force you to acquire new tricks on how to design things so that you don't sink in boredome, because of simply applying the same optimal technique everywhere.
- Is should provide a reward, such as access to a new ore and thus new machinery, enable some new feature of the game (even if it is just a tiny thing such as axpanded toolbelt).
- There should be a natural feel of progression: One biome should be the stage for accessing the next harder biome. This makes people tell each other: Woah, I already got to #BiomeX and it was tough!
- As added by ssilk, there should also be plausibility. A great example of how to add plausibility can be found in this thread: viewtopic.php?f=80&t=13022
This would automatically give a reason to do expansion on the map (currently the only reason really is to get more of the same resources, and have space for solar cells).
For example let's think about the following possible biomes:
Underground:
- using the "faces" that kovarex I think implemented and described a few FFFs ago, we could research and introduce a lift that brings you up or down, and a cargo lift or something that can bring stuff up or down
- there are alsready other ideas for partial underground implementation: viewtopic.php?p=202481#p202481
- in fact there is a mod in work to add something like this: viewtopic.php?f=97&t=25444
- in fact^2 there is yet another mod in work to add something like this: viewtopic.php?f=97&t=13876
- underground only a limited selection of machines would work - anything that doesn't require air. Trying to set up a machine that does require air would quickly create a deadly area around itself with no oxygen and cease functioning shortly thereafter
- but underground would have infinite ore veins with slow extraction rates, and any patch of underground would first have to be dug out before seeing it
- a scanner would allow to search for ore veins
- and cave-ins would follow, if digging out too much without building supportive structures
- big battles happening above ground above such structure would damage them, so it would be vital to ensure that the area above is "pacified"
Desert:
- transport belts wont work because they will quickly be covered by sand. You either have to use logistic bots for everything, or build walls next to transport belts to prevent sand from covering the belts.
- sandworms will come and eat your machines from time to time. You will have to develop stumpers which attract sand worms and surrend them with turrets to kill them off. Stumpers have a certain range, so you will have to place them in regular patterns next to any equipment you built.
- in the desert you will find some special ore patches which can only be found in deserts, and which you need for a number of more advanced machines, or higher-tier versions of existing machines.
- most importantly, the new ore could be something with which you can create ultra high voltage power which is necessary to build the machines for the next tier of ore:
Alien Growth:
- It could be some kind of "cancerous" structure that slowly grows by eating pollution. The more pollution, the more it grows.
- It should be possible to discover a tech that helps to "harvest" it, rather than just shooting it, and the harvested material would be yet another important new type of ore.
- if it grows into the base, it will indiscriminately eat anything it finds, preferring to grow tentacles towards the most polluting machines.
Space:
- difficult to get there
- but obtain some really powerful weaponry (to beat the endboss?)
- some people already started to mod it in: viewtopic.php?f=97&t=30380
It would be fun to have even more biomes, such as volcanic, with a volcano constantly creating new patches of molten lava randomly around itself, which you could only build on if you have cooling technology, which would require tremendous amounts of power. Creating this amount of power is in principle possible by normal means, but you could cover only tiny patches of lava, so you would have to find uranium for a nuclear power plant, which can only be found in the next biome, which would be high mountains, or frozes plains or something.