Why Combat is Clunky
Posted: Sun Jan 08, 2017 6:40 am
I've noticed a few critical issues with combat in Factorio which it seems either the developers are missing these or they don't know how to fix them. I'd like to point out the flaws and give broad, open suggestions about how to avoid them.
First I'll start with some goals of the combat system. Not everyone will agree on what the goals are, but I'm keeping it very general to better illustrate the purpose and goal of my post. Combat should enable the player to defeat biters and biter bases with scaling difficulty, granting the player room to adapt their strategy and spend time/resources to upgrade their technology in order to tackle greater threats both by choice and by game progression.
Aside from balancing the numbers on enemies and weapons, there are some areas in which the way combat is setup simply drains away the ability for the player to respond in that situation. The player is then forced to avoid the situation entirely, which shoehorns gameplay into a handful of viable tactics rather than allowing players to become inventive with their strategies.
1.) Turret Creep
I think turret creep is a viable tactic and should be allowed to remain in the game, albeit with some balancing (nerfing) work done. But the main problem with turret creep is that the way biter bases are set up makes it next to impossible to assault them in the early game using any other fashion than turret creep. For most of the game, turret creep is THE way to assault bases, then suddenly you get the tank and assaulting bases is easy. This issue is rooted in multiple other issues...
2.) Biter Base Waves
Biter bases spawn waves of enemies very quickly. If you are powerful enough to take out the whole wave before the next wave spawns, then it's easy to assault the base (as long as the turret worms aren't an issue). But if you are slightly weaker and need some extra time to take out the wave, you cannot assault the base without plopping down turrets. Also, biters tend to die pretty fast but move fast and deal damage fast. This is great for roaming biters, but a better solution for biter base defense might be to give them slower-moving enemies that have a lot more hit points and won't chase the player very far before returning to the base--but have respawn waves occur far less often. This way a weaker player can gradually weaken the base until they have removed enough of the defenders to assault it. There's still a time component, but the respawn timer might be more on the level of minutes rather than seconds. It could be fun to try to pick apart an enemy base over the course of several minutes.
3.) Turret Worms
Biter base turrets deal incredibly high damage, making them effective as base defense. Problem is, they're a little too effective. Before powered armor, they tend to blast you to bits in mere seconds. So assaulting a base covered in worms is next to impossible in the early game without using the turret creep method. But once you get a tank, you can snipe even the largest worms from outside their firing range. Thus in one fell swoop, the defensive power of the worms goes from overwhelmingly strong to basically zero. A way around this might be to simply lower the worm damage in order to make it viable to use assault options that don't out-range the worms--because as long as the only way to beat the worms is to outrange them, the player is shoehorned into using the few things that have that range (or high-end powered armor). Another option could be to give them sort of a "falloff" range: their effective range could be the same as current, but their maximum range could be extended much further. Tanks could attack them from outside their effective range, thus the turret worms' shots are less likely to hit the tank and also travel slow enough you might just move out of the way. A third option could be to make the largest turret worms more effective at hitting larger targets like the tank--perhaps they have a lower fire rate with a more powerful shot that is best at piercing armor, and the player on foot can simply weave side to side in order to avoid them.
4.) Spawners Have Low HP
Once you've got the base defenses down, it's a trivial task to take out the spawners. You've got to be strong enough to handle everything the base can throw at you within the span of about 5-10 seconds or you can't really assault it. But once you climb over that ledge, suddenly it's super easy. It would be nice if biter and spitter spawners had much more hit points and possibly even a bit of armor, perhaps their armor would even increase as evolution factor increases. That way when you're whittling the base down, you have a time factor in which you've got to struggle to take down at least one or two spawners before the next wave spawns or else you might have to evacuate and go back to creeping up slowly.
All of these suggestions give the player time to move, think, react, and strategize. It gives time for player tactics to work so that situational response is viable, and the player isn't forced to find silly exploits or research top level technology just to assault biter bases. It breaks the player's strength progression down from a few giant leaps into a bunch of smaller steps.
edit: here's a partially-related suggestion which could further smooth out biter assault progression:
Add some kind of hive structure to some bases which occasionally creates new spawners near it. The hive structure could occur in any base that gets particularly large, and could help the base to expand faster while making it less likely for new bases to spawn in its vicinity. So this would make the size of biter bases vary significantly, with some bases becoming enormous, but total base coverage wouldn't change much. The hive structure ought to be very durable but otherwise defenseless. A player may assault the base and take out the spawners but leave the hive structure behind simply because it is too durable, but if they don't come back soon enough the hive will rebuild the base.
A lower power player can assault the weaker bases to clear some room for expanding, but in order to eradicate the largest bases, the player would need considerable technological advancement and/or would have to put a lot of work into the effort. There should also be some reward for taking out the hives, to create a late-game incentive for destroying biter bases other than simply eliminating threats to the base.
First I'll start with some goals of the combat system. Not everyone will agree on what the goals are, but I'm keeping it very general to better illustrate the purpose and goal of my post. Combat should enable the player to defeat biters and biter bases with scaling difficulty, granting the player room to adapt their strategy and spend time/resources to upgrade their technology in order to tackle greater threats both by choice and by game progression.
Aside from balancing the numbers on enemies and weapons, there are some areas in which the way combat is setup simply drains away the ability for the player to respond in that situation. The player is then forced to avoid the situation entirely, which shoehorns gameplay into a handful of viable tactics rather than allowing players to become inventive with their strategies.
1.) Turret Creep
I think turret creep is a viable tactic and should be allowed to remain in the game, albeit with some balancing (nerfing) work done. But the main problem with turret creep is that the way biter bases are set up makes it next to impossible to assault them in the early game using any other fashion than turret creep. For most of the game, turret creep is THE way to assault bases, then suddenly you get the tank and assaulting bases is easy. This issue is rooted in multiple other issues...
2.) Biter Base Waves
Biter bases spawn waves of enemies very quickly. If you are powerful enough to take out the whole wave before the next wave spawns, then it's easy to assault the base (as long as the turret worms aren't an issue). But if you are slightly weaker and need some extra time to take out the wave, you cannot assault the base without plopping down turrets. Also, biters tend to die pretty fast but move fast and deal damage fast. This is great for roaming biters, but a better solution for biter base defense might be to give them slower-moving enemies that have a lot more hit points and won't chase the player very far before returning to the base--but have respawn waves occur far less often. This way a weaker player can gradually weaken the base until they have removed enough of the defenders to assault it. There's still a time component, but the respawn timer might be more on the level of minutes rather than seconds. It could be fun to try to pick apart an enemy base over the course of several minutes.
3.) Turret Worms
Biter base turrets deal incredibly high damage, making them effective as base defense. Problem is, they're a little too effective. Before powered armor, they tend to blast you to bits in mere seconds. So assaulting a base covered in worms is next to impossible in the early game without using the turret creep method. But once you get a tank, you can snipe even the largest worms from outside their firing range. Thus in one fell swoop, the defensive power of the worms goes from overwhelmingly strong to basically zero. A way around this might be to simply lower the worm damage in order to make it viable to use assault options that don't out-range the worms--because as long as the only way to beat the worms is to outrange them, the player is shoehorned into using the few things that have that range (or high-end powered armor). Another option could be to give them sort of a "falloff" range: their effective range could be the same as current, but their maximum range could be extended much further. Tanks could attack them from outside their effective range, thus the turret worms' shots are less likely to hit the tank and also travel slow enough you might just move out of the way. A third option could be to make the largest turret worms more effective at hitting larger targets like the tank--perhaps they have a lower fire rate with a more powerful shot that is best at piercing armor, and the player on foot can simply weave side to side in order to avoid them.
4.) Spawners Have Low HP
Once you've got the base defenses down, it's a trivial task to take out the spawners. You've got to be strong enough to handle everything the base can throw at you within the span of about 5-10 seconds or you can't really assault it. But once you climb over that ledge, suddenly it's super easy. It would be nice if biter and spitter spawners had much more hit points and possibly even a bit of armor, perhaps their armor would even increase as evolution factor increases. That way when you're whittling the base down, you have a time factor in which you've got to struggle to take down at least one or two spawners before the next wave spawns or else you might have to evacuate and go back to creeping up slowly.
All of these suggestions give the player time to move, think, react, and strategize. It gives time for player tactics to work so that situational response is viable, and the player isn't forced to find silly exploits or research top level technology just to assault biter bases. It breaks the player's strength progression down from a few giant leaps into a bunch of smaller steps.
edit: here's a partially-related suggestion which could further smooth out biter assault progression:
Add some kind of hive structure to some bases which occasionally creates new spawners near it. The hive structure could occur in any base that gets particularly large, and could help the base to expand faster while making it less likely for new bases to spawn in its vicinity. So this would make the size of biter bases vary significantly, with some bases becoming enormous, but total base coverage wouldn't change much. The hive structure ought to be very durable but otherwise defenseless. A player may assault the base and take out the spawners but leave the hive structure behind simply because it is too durable, but if they don't come back soon enough the hive will rebuild the base.
A lower power player can assault the weaker bases to clear some room for expanding, but in order to eradicate the largest bases, the player would need considerable technological advancement and/or would have to put a lot of work into the effort. There should also be some reward for taking out the hives, to create a late-game incentive for destroying biter bases other than simply eliminating threats to the base.