Solution to many problems and general improvements. Issue 1.
Posted: Sat Feb 18, 2017 6:23 pm
So I played Factorio for thousands of hours and started to realize some design problems that is easy to fix and now looks obvious.
It wasn't obvious to me few years ago, so it may be not as obvious for one who haven't experienced what I experienced.
Sure I greedy bastard and want my share, but I grant permission to use those Ideas on terms of CC-BY-SA 4.0 license.
Should devs wontfix this, feel free to develop a mod.
The problem: weapons are useless.
Sure new flame thrower feels good and ramming spawners with tank feels fun, but let us face the truth: compared to turret creep it's all useless. Combat shotgun can be kinda useful if upgraded to the top, but pistol and automatic rifle is just waste of time and resources.
Adjacent problem: robots are overpowered.
The solution: revisit robotics.
Complex description:
Have you ever wondered why player requires tools to cut trees and robots can do it magically in instant? I did.
The same thing with turrets: they rock just because there is many of them and you are all alone with this tank.
So no matter how cool guns will be, they will never be as useful as something you can have a lot of.
Simple change to robotics can make game much more balanced.
Firstly, let's address the problem that robots is endgame feature and personal ports even endgamer.
Robots should not require flight, ground robots is a thing too.
So let player have very basic robots since early state and let upgrade this slow and useless robots to something more smart and useful later.
Also robots should be able and required to use tools.
There should not be diversification for robots to be combat, logistic or whatever, instead there should be robot parts that allow them to move faster or have more armor or more arms to use more tools or heavier frame to carry more cargo. And if you want to keep robots endgameish feature — AI should be upgradeable, requiring advanced materials for robots to perform advanced stuff.
Thus weapons can be made much more realistic (at least balance-wise) and this will make sense and will be interesting, because now you can equip ten very simple robots with pistols and have chance to use this pistols at long last. And for making rifles you can require advanced machining, because long barrels are harder to produce and more powerful cartridges require firearm to be made out of different materials.
And since robots are using tools, there won't be insta-deforest at the beginning of the game and there will be point to have more advanced tools than steel axes.
Same with vehicles: no need to make tank overpowered, just let there be tech for using AI cores to allow having dozens of tanks.
And make just generic turrets with slots for equipment instead of just three types of turrets.
Make it so turret upgrades are its rotation speed, amount of slots for equipment, hit points and whatever else, but not just raw speed and damage. Let speed and damage be property of weapons and ammo. (Realism-wise: do not upgrade all ammo on researching new tech. Obsolete ammo that produced with ancient tech should remain weaker than new one. Same with guns.)
So imagine turret with slots filled with 120mm tank cannon, few lasers, heavy energy shield, few roboports and factory producing ammo, so you can supply it with raw materials instead of ammo crates.
This way endgame can look like you having army of combat robots (not those little flies, but heavy armed motorized tank-like ones) armed to the teeth, equipped with shields, clearing biters as it should be.
Also this way biters can evolve even more without making it impossible to compete in some situations.
Another issue is roboports nearly useless before powerarmor and fusion reactor can be solved if batteries be allowed to recharge from any power source and not just ones installed in armor.
To be continued in next issues:
Wooden walls and energy walls — because walls is too hard to build quick and not enough for endgame
Robotic factories, allowing more complex compact endgame production by creating intermediate products inside the same factory — because endgame things should not be just disabled by tech-wall
Maglev trains with electric locomotives and armor wagons — because I want to equip energy shields and guns on train too
Fising and foresting — because food is required to live and wood is building material and fuel
Ballistic missile launchers and artillery — because some times you don't want to deal with this big nest but just nuke it
Alien artifacts require live captured aliens — because somebody may want to win the game without killing living beings and because of extra challenge
And many more
It wasn't obvious to me few years ago, so it may be not as obvious for one who haven't experienced what I experienced.
Sure I greedy bastard and want my share, but I grant permission to use those Ideas on terms of CC-BY-SA 4.0 license.
Should devs wontfix this, feel free to develop a mod.
The problem: weapons are useless.
Sure new flame thrower feels good and ramming spawners with tank feels fun, but let us face the truth: compared to turret creep it's all useless. Combat shotgun can be kinda useful if upgraded to the top, but pistol and automatic rifle is just waste of time and resources.
Adjacent problem: robots are overpowered.
The solution: revisit robotics.
Complex description:
Have you ever wondered why player requires tools to cut trees and robots can do it magically in instant? I did.
The same thing with turrets: they rock just because there is many of them and you are all alone with this tank.
So no matter how cool guns will be, they will never be as useful as something you can have a lot of.
Simple change to robotics can make game much more balanced.
Firstly, let's address the problem that robots is endgame feature and personal ports even endgamer.
Robots should not require flight, ground robots is a thing too.
So let player have very basic robots since early state and let upgrade this slow and useless robots to something more smart and useful later.
Also robots should be able and required to use tools.
There should not be diversification for robots to be combat, logistic or whatever, instead there should be robot parts that allow them to move faster or have more armor or more arms to use more tools or heavier frame to carry more cargo. And if you want to keep robots endgameish feature — AI should be upgradeable, requiring advanced materials for robots to perform advanced stuff.
Thus weapons can be made much more realistic (at least balance-wise) and this will make sense and will be interesting, because now you can equip ten very simple robots with pistols and have chance to use this pistols at long last. And for making rifles you can require advanced machining, because long barrels are harder to produce and more powerful cartridges require firearm to be made out of different materials.
And since robots are using tools, there won't be insta-deforest at the beginning of the game and there will be point to have more advanced tools than steel axes.
Same with vehicles: no need to make tank overpowered, just let there be tech for using AI cores to allow having dozens of tanks.
And make just generic turrets with slots for equipment instead of just three types of turrets.
Make it so turret upgrades are its rotation speed, amount of slots for equipment, hit points and whatever else, but not just raw speed and damage. Let speed and damage be property of weapons and ammo. (Realism-wise: do not upgrade all ammo on researching new tech. Obsolete ammo that produced with ancient tech should remain weaker than new one. Same with guns.)
So imagine turret with slots filled with 120mm tank cannon, few lasers, heavy energy shield, few roboports and factory producing ammo, so you can supply it with raw materials instead of ammo crates.
This way endgame can look like you having army of combat robots (not those little flies, but heavy armed motorized tank-like ones) armed to the teeth, equipped with shields, clearing biters as it should be.
Also this way biters can evolve even more without making it impossible to compete in some situations.
Another issue is roboports nearly useless before powerarmor and fusion reactor can be solved if batteries be allowed to recharge from any power source and not just ones installed in armor.
To be continued in next issues:
Wooden walls and energy walls — because walls is too hard to build quick and not enough for endgame
Robotic factories, allowing more complex compact endgame production by creating intermediate products inside the same factory — because endgame things should not be just disabled by tech-wall
Maglev trains with electric locomotives and armor wagons — because I want to equip energy shields and guns on train too
Fising and foresting — because food is required to live and wood is building material and fuel
Ballistic missile launchers and artillery — because some times you don't want to deal with this big nest but just nuke it
Alien artifacts require live captured aliens — because somebody may want to win the game without killing living beings and because of extra challenge
And many more