Fuller wrote:What do you think about it?
Either the straight sections are overpowered (wasteful) or the corners are too weak, because your corners are much weaker than the straight sections. To see why, look at the analysis I did in
this post.
I also don't think there's nearly enough solar there to keep those lasers powered up if a wall section gets cut off. (If that's not what they're there for, then I don't really know why they're there.)
Why the gap between the dragon's teeth and the outer solid wall? (And has anyone done an analysis on optimal dragon's teeth spacing?)
What the heck is this?:
- fuller.jpg (3.31 KiB) Viewed 7624 times
(It's around pixel location 1256, 1483 in "Satellite Shot.jpg".)
I haven't tried using landmines + robots yet. (I assume you're supplying landmines to the roboport supply areas -- or at least you intend to at some point?) I've always been concerned that as soon as robots start trying to replace landmines they'll just very quickly get themselves killed (not only by biters, but since you're using flame turrets, by fire as well). Maybe if there was some kind of delay so they wouldn't try to replace land-mines until the attack was completely over for a bit it would be OK, but that sounds like more trouble than it's worth.
I'm guessing (hoping) trains are able to zip full-speed through stations that are already fully stocked? (Nice - just tried a test set up and that's exactly how it works when stations are disabled by circuits.)
Why an active provider rather than a passive provider? (I'm just imagining putting down a storage chest somewhere and suddenly having robots dumping a whole bunch of stuff in it you don't want just because you were too close to the wall.)
Hmm, wooden power poles? (I think most people don't like spending inventory slots on wooden poles once they've researched "the good poles", so you don't see much use of wooden poles in late-game designs.)
It looks like you currently only supply ammo (400 AP) and oil (2.5k light oil). I think you need to also supply repair packs and replacement walls (and replacement mines if you're going to risk your robots on such duty), and maybe other replacement parts such as lasers (but perhaps only if going up against something tougher than vanilla enemies and/or running at less than 100% capacity in terms of installed turrets). (Also, replacement construction bots because they'll get killed sometimes even just doing wall repairs? I'm not actually sure what the current state of vanilla is in that respect - maybe it's not an issue.)
You might get a kick out of my
"laser rails" which was a sort of similar (though simpler) idea (back when Factorio had the old 1 tile lasers).
Depending on how much you want it to scale up, you might want some signals on those rails so you can run more than one supply train without them crashing into each other (though the other way to do it would be to have some kind of zone-based supply system with a single train per zone). Maybe also consider having the rail double as personal transit? (There could be additional stations placed on the rail at convenient locations that supply trains would skip but your personal train could be told to go to - that would be another case where you would want signals on the rail, else you have to manually drive the train and try to avoid collisions, including the supply train deciding to run into you.)