Non-instant multi-stage (de-)construction (and more)
Posted: Thu Dec 11, 2014 3:53 am
Yeah, yeah, at my opinion the game is not complicated enough, so gimme more complication =)
Instant construction of assembling machines and other buildings if easy and fun, but it has no relation to reality
In reality we need to construct a base on which everything stands, then some bearing walls (or other bearing constructions) and overlaps, then roof, then some divisions, then wiring, then facing, then place equipment and, finally we need to tune that equipment. After that, we probably can force something so function properly.
What do we have now in Factorio? Right, entire automatic factory of, say, electronic circuits in the pocket (!), which can immediately get to work if thrown on ground not far from an electric pole.
In other games we've all seen how multi-stage construction can be implemented (remember Settlers 2/3/4 for example)
What it can look like:
We need to define a construction site, then bring on it some materials so we can get to work, and invest some man-hours into actual construction. After it finishes, we can decide what to construct next on this site, than bring some materials and so on. For example, if we wanna build an assembling machine, we need to build basement (stage 1), than actual building (stage 2) and bring some equipment in it (final stage 3) - with all stages requiring some man-hours invested.
In addition to technology tree we can have a building tree - on a basement we can build several types of buildings, and in a building we can bring different equipment, and that equipment can we configured and tuned in different ways.
Same thing with deconstruction.
WTF is "mining" of buildings, LOL?
From building we can remove some equipment and replace it with different one. Or we can (after removing equipment) deconstruct entire building and put something different on it's basement. Or we can even deconstruct the basement itself.
This construction/deconstruction system will bring a lot more fun, as for me.
But there's always more.
Let's make some items too heavy for player (and those tiny flying drones) to lift and carry, so we need some transporter cars to move them and some cranes to put them in place!
Let's bring some wear and tear to equipment, so we (or robots) need to maintain it!
Let's choose different construction materials and parts, so we can build wooden or steel inserters!
Let's make recipes more complex! WTF robot arm consists only of 3 parts? In real life there's at least 300!
Let's make some items impossible to craft by hands! It's strange to see a man who bends a pipe with his bare hands in 0.5 seconds!!1
Let's make crafting way more slow and painful, so we need to automate freaking everything!
Let's bring voltage and amperage to our electric systems, so we can have machines for different voltage!
Let's bring looses in our electric systems, so we need to transform our electricity to a higher voltage, so it can be transmitted more effectively!
Let's bring some more realistic power producing systems, so we can have different turbines and generators!
Let's implement casting, pressing and cutting - that's how we work with materials in real life
Instant construction of assembling machines and other buildings if easy and fun, but it has no relation to reality
In reality we need to construct a base on which everything stands, then some bearing walls (or other bearing constructions) and overlaps, then roof, then some divisions, then wiring, then facing, then place equipment and, finally we need to tune that equipment. After that, we probably can force something so function properly.
What do we have now in Factorio? Right, entire automatic factory of, say, electronic circuits in the pocket (!), which can immediately get to work if thrown on ground not far from an electric pole.
In other games we've all seen how multi-stage construction can be implemented (remember Settlers 2/3/4 for example)
What it can look like:
We need to define a construction site, then bring on it some materials so we can get to work, and invest some man-hours into actual construction. After it finishes, we can decide what to construct next on this site, than bring some materials and so on. For example, if we wanna build an assembling machine, we need to build basement (stage 1), than actual building (stage 2) and bring some equipment in it (final stage 3) - with all stages requiring some man-hours invested.
In addition to technology tree we can have a building tree - on a basement we can build several types of buildings, and in a building we can bring different equipment, and that equipment can we configured and tuned in different ways.
Same thing with deconstruction.
WTF is "mining" of buildings, LOL?
From building we can remove some equipment and replace it with different one. Or we can (after removing equipment) deconstruct entire building and put something different on it's basement. Or we can even deconstruct the basement itself.
This construction/deconstruction system will bring a lot more fun, as for me.
But there's always more.
Let's make some items too heavy for player (and those tiny flying drones) to lift and carry, so we need some transporter cars to move them and some cranes to put them in place!
Let's bring some wear and tear to equipment, so we (or robots) need to maintain it!
Let's choose different construction materials and parts, so we can build wooden or steel inserters!
Let's make recipes more complex! WTF robot arm consists only of 3 parts? In real life there's at least 300!
Let's make some items impossible to craft by hands! It's strange to see a man who bends a pipe with his bare hands in 0.5 seconds!!1
Let's make crafting way more slow and painful, so we need to automate freaking everything!
Let's bring voltage and amperage to our electric systems, so we can have machines for different voltage!
Let's bring looses in our electric systems, so we need to transform our electricity to a higher voltage, so it can be transmitted more effectively!
Let's bring some more realistic power producing systems, so we can have different turbines and generators!
Let's implement casting, pressing and cutting - that's how we work with materials in real life