Map generation changes
Posted: Fri Jul 04, 2014 10:00 am
Edit:
TL;DR
- The map generation should be solved by loading the right mod (or mods) and to this mod choose eventually a scenario and/or a known map-seed, instead of tuning this in all details by yourself.
- the mods/scenarios have a promising description. And it should have some kind of "preview", like a picture, or a generated part of the map.
- the mod can have simple (!) controls to change some settings.The look and feel of the controls can be quite different.
- an expert mode reveals all possible settings. That excludes it eventually from having a map seed (cause of limited size of the seed). But you can make a mod or scenario out of it (which preconfigured these configs), which reenables that.
The rest (2 to 5) are descriptions of mods.
Map-generation should change in some ways in my opinion (some of that I said meanwhile many times, now I put all into one thread):
1) the map-generation-control should be made much easier.
The devs already talked about it. I don't want to make too much prequisites, but I think it would be good to have some overall control like "No natives", "Super easy", "Rich ressources", "Are you crazy?" etc.
1b) The most common/best adjustments could be found out as part of a small contest. The players tend to use maps with high resources and low biters, but in my eyes that is no challenge. There are many ways to play factorio with different types of resources and amounts of natives. No wood for example. No coal. such things.
Beside that I see also a cool way, with (tested and working) map-seeds, like "The best place you can have", "Hell" or so.
1c) An expert-mode (the current map generation) is available, but this will have a big warning on it, that it will generate maps, which are not usable.
This mode might have some kind of "visibility". Either it generates a piece of map visible like in the "map-view", and/or it shows the "graphs" of the resulting waves with different resolutions.
1d) In the end the (whole) map generator can look and feel like a rack-plugin for making music: https://shop.propellerheads.se/product/synchronous/
2) This one changes the gameplay!
I would like to have the option to have "concentration-points". That are areas, which are in a distance between 500 and 5000 tiles and in that areas there are much more resources, but also attract more biters. The rest of the area is more or less "clean" then, there are small fields of resources and also some biter nests, but the space is empty.
It goes into this direction: https://forums.factorio.com/forum/vie ... =32&t=4433
This forces the player to spread out by car/train into quite large areas (500 tiles minimum) without the high danger to be killed very soon or getting into a dead-end, enclosed completely by biters.
It will distract some type of players, which don't like to explore. It will enable a gameplay, which is much more about exploring, working together (multiplayer), having named areas, concentrating more into expanding.
(One inspiration for that comes from here: http://www.illustris-project.org/ - the galaxies tend to center into gravitation points)
3) there should also be the (low) chance for some "old, destroyed bases" with some chance on points, which are free from natives. Many other possibilities into that direction: For example a (partly existing) rail into nowhere. Some kind of "old river", valleys,
There are also other suggestions about doodads etc. But I think bigger stuff: A mineable "hill" (like the Ayers Rock in Australia). Really big lakes, which needs minutes by car to surround. Pure dessert for more than 3000 tiles. There could be hundrets of ideas and creating those could be also made as a conquest.
4) Not directly map generation, but big influence:
- Because suggestion 2) creates big empty areas, we need natives, which spread into that areas, especially those, which are rich. I think to flying queens and drones. Many other possibilities here.
- we need to be able to "see" far away resources.
--- something like an "explorer bot", to handle the big maps
--- "test explosions" to find directions of (highly demanded) resources.
5) Others, depending stuff:
- If there will be bridges or boats, which can load a lot of stuff in the game at any time, I would like to have also rivers.
- For bridges: Some "ramp" is needed. You can built bridges only from those ramps to other ramps. A ramp is like a rock, think to the "second level" on a map in starcraft.
- Colder an hotter areas, but I think this is already planned.
- Weather. Rain, which makes areas impassable. Wind, which destroys big parts. Clouds, which lower the solar energy.
- The map may change with the time depending on some influences, like weather, mining etc.
TL;DR
- The map generation should be solved by loading the right mod (or mods) and to this mod choose eventually a scenario and/or a known map-seed, instead of tuning this in all details by yourself.
- the mods/scenarios have a promising description. And it should have some kind of "preview", like a picture, or a generated part of the map.
- the mod can have simple (!) controls to change some settings.The look and feel of the controls can be quite different.
- an expert mode reveals all possible settings. That excludes it eventually from having a map seed (cause of limited size of the seed). But you can make a mod or scenario out of it (which preconfigured these configs), which reenables that.
The rest (2 to 5) are descriptions of mods.
Map-generation should change in some ways in my opinion (some of that I said meanwhile many times, now I put all into one thread):
1) the map-generation-control should be made much easier.
The devs already talked about it. I don't want to make too much prequisites, but I think it would be good to have some overall control like "No natives", "Super easy", "Rich ressources", "Are you crazy?" etc.
1b) The most common/best adjustments could be found out as part of a small contest. The players tend to use maps with high resources and low biters, but in my eyes that is no challenge. There are many ways to play factorio with different types of resources and amounts of natives. No wood for example. No coal. such things.
Beside that I see also a cool way, with (tested and working) map-seeds, like "The best place you can have", "Hell" or so.
1c) An expert-mode (the current map generation) is available, but this will have a big warning on it, that it will generate maps, which are not usable.
This mode might have some kind of "visibility". Either it generates a piece of map visible like in the "map-view", and/or it shows the "graphs" of the resulting waves with different resolutions.
1d) In the end the (whole) map generator can look and feel like a rack-plugin for making music: https://shop.propellerheads.se/product/synchronous/
2) This one changes the gameplay!
I would like to have the option to have "concentration-points". That are areas, which are in a distance between 500 and 5000 tiles and in that areas there are much more resources, but also attract more biters. The rest of the area is more or less "clean" then, there are small fields of resources and also some biter nests, but the space is empty.
It goes into this direction: https://forums.factorio.com/forum/vie ... =32&t=4433
This forces the player to spread out by car/train into quite large areas (500 tiles minimum) without the high danger to be killed very soon or getting into a dead-end, enclosed completely by biters.
It will distract some type of players, which don't like to explore. It will enable a gameplay, which is much more about exploring, working together (multiplayer), having named areas, concentrating more into expanding.
(One inspiration for that comes from here: http://www.illustris-project.org/ - the galaxies tend to center into gravitation points)
3) there should also be the (low) chance for some "old, destroyed bases" with some chance on points, which are free from natives. Many other possibilities into that direction: For example a (partly existing) rail into nowhere. Some kind of "old river", valleys,
There are also other suggestions about doodads etc. But I think bigger stuff: A mineable "hill" (like the Ayers Rock in Australia). Really big lakes, which needs minutes by car to surround. Pure dessert for more than 3000 tiles. There could be hundrets of ideas and creating those could be also made as a conquest.
4) Not directly map generation, but big influence:
- Because suggestion 2) creates big empty areas, we need natives, which spread into that areas, especially those, which are rich. I think to flying queens and drones. Many other possibilities here.
- we need to be able to "see" far away resources.
--- something like an "explorer bot", to handle the big maps
--- "test explosions" to find directions of (highly demanded) resources.
5) Others, depending stuff:
- If there will be bridges or boats, which can load a lot of stuff in the game at any time, I would like to have also rivers.
- For bridges: Some "ramp" is needed. You can built bridges only from those ramps to other ramps. A ramp is like a rock, think to the "second level" on a map in starcraft.
- Colder an hotter areas, but I think this is already planned.
- Weather. Rain, which makes areas impassable. Wind, which destroys big parts. Clouds, which lower the solar energy.
- The map may change with the time depending on some influences, like weather, mining etc.