So at the moment, apart from winning the game, there is no point to launching a rocket. However late game there is very little (for me at least) to spend resources on. So here's the idea: Payloads. You build a specific satellite which provides an in-game bonus.
1: All Radar boost: Will increase the range of radars slightly for each satellite in order.
2: Personal Radar: Will act as a radar surrounding the player
3: Spot radar: Large coverage of a certain area.
3: Rods from god: Limited use (x10) orbital bombardment.
4: ... There's plenty more ideas.
If there is a reason to launch rockets then there is a reason to spend resources end-game.
Making Rockets Useful
Moderator: ickputzdirwech
Re: Making Rockets Useful
Have a look into mods:
https://mods.factorio.com/mods/binbinhfr/CargoRocket
https://mods.factorio.com/mods/Superche ... %20Station
https://mods.factorio.com/mods/Superche ... n%20Cannon
....
https://mods.factorio.com/mods/binbinhfr/CargoRocket
https://mods.factorio.com/mods/Superche ... %20Station
https://mods.factorio.com/mods/Superche ... n%20Cannon
....
Cool suggestion: Eatable MOUSE-pointers.
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Re: Making Rockets Useful
I would suggest that sending satellite reveals underground resource location.
Instead of drilling one should send satellite and know exactly where mine patches underground are.
Instead of drilling one should send satellite and know exactly where mine patches underground are.
- ickputzdirwech
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Re: Making Rockets Useful
[ick] Moved to implemented. Not in the way suggested here, but rockets are useful now.
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
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Re: Making Rockets Useful
While we're at it: They're like really useful in SpaceExploration!