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I like the new interplanetary mechanics system... but I don't like it

Posted: Tue Dec 24, 2024 1:03 pm
by antstar
This could be a huge post, but instead it will be as short as I can make it while getting my point across.

There are many great new changes with 2.0 and the DLC. Some have said this shouldn't be compared to space exploration mod. But I disagree. Partly because the similarities are so obvious (and not accidental) that comparison is warranted. And secondly because I just did over 1000h of space exploration - what else would I compare it with?

In a very general sense: While limited in number, the new planets are better and more interesting in almost every way.

The rocket and space mechanics have better graphics, but are WORSE in nearly every way.

It seems to me that almost all of the stuff which has actually annoyed me (Really, I can't ship a single nuclear weapon up? Really, I have to strip down to my skivvies to board a rocket? etc.) are anti-cheese mechanisms. Please find a way to not need them.

I took at least 20,000 stacks up to orbit in SE with my good old fashioned legs. Probably more. But most of what went up was automated, because for my sanity, it had to be.

There is no anti-cheese mechanism FORCING us to use belts to take ore from a mine to a furnace. It would just be a boring grudge if we moved it all by hand, so we choose to use belts and bots. Except when we don't. Even in the lategame. Because it is up to us how much we want to automate.

I don't use logistics bots. I don't typically place many roboports. I want to go there "in person" and poke at the construction site. I'm not going to win a speedrunning award, but I get my huge base in the end. And I have fun doing it.

Please let us take our inventory into space.

Please let us walk around our space platform.

Please balance the game as best you can around giving us the choice to automate stuff, or beat the whole damn game manually if that is how we want to play it.

Devs, you don't have to do any of this. I'm sure there will be mods later anyway. But I feel that tying our hands for the sake of balance is not in the spirit of Factorio 1.x

Re: I like the new interplanetary mechanics system... but I don't like it

Posted: Tue Dec 24, 2024 1:20 pm
by mmmPI
you can use the editor to walk on platform, it was very disappointing to me because most of the time it's so crammed you can't reach certain area, but otherwise you can do everything manually already no ?

Re: I like the new interplanetary mechanics system... but I don't like it

Posted: Tue Dec 24, 2024 1:48 pm
by Tertius
It seems you didn't completely internalize the concept of automation, which is core in Factorio. The engineer doesn't do anything himself, he isn't carrying all stuff himself. Instead, he does it once, then automates it.

It's a pity you're not using bots. That's really a game changer. You put down construction orders, then some magical fairies come and build it. It's like magic! You need to breed them of course and create nice little homes for them (called roboports), but once you did it, they will do everything for you.

It's a slightly different thing from building everything yourself or let the personal roboport build it for you, but if you practice and you get used to remote view, it doesn't matter any more where you physical character is. You need the character only once on any planet: the first landing. Ok, and when you expand and subdue the land. But if you build a bot infrastructure on every planet, you can do everything everywhere, with the snip of a finger. You don't need to drive there.
And with this, your personal inventory gets less important.

In the past, I needed presence as well, but as soon as I was on Vulcanus and my base back on Nauvis required tending, I investigated what I need to do everything remotely. It was not much new to learn. The main base was already robotified, so I was able to send as many supply rockets to Vulcanus as I needed to skip initial bootstrapping. And I added automation to the outskirts and outposts, so I was able to service my outposts without physical presence. Even exploring new mines and clearing new areas from biters is possible remote with the tank (it can be driven remotely and it has an equipment grid) - you don't need a spidertron for this.

Re: I like the new interplanetary mechanics system... but I don't like it

Posted: Tue Dec 24, 2024 3:30 pm
by Alfonse215
Can you go into some details with regard to the difference between walking around on a space platform using your inventory to place stuff and using remote view to use the platform's inventory to place stuff? Despite these two things being functionally identical, why does it feel meaningfully differently to you? They're both placed from an inventory that you control.

Also, carrying your inventory seems like a very strange request. The game gives you a button to void your inventory. It gives you the ability to launch that inventory to a platform. It gives you the ability to carry that inventory to other planets. And once you drop down, it gives you the ability to reconstitute that inventory.

Indeed, one of the reasons why space platforms are remote view only is to teach players just how much remote view can do. This is a vital tool because players will spend significant amounts of time on other planets. Without a clear understanding of how remote view works and what you can do with it, they may think that they need to hop on a platform in order to fix a problem on some other planet when it could be handled remotely. So before you can even get to a planet, you have to learn to deal with remote view.

Yes, most ways around the inventory-on-a-platform involve the use of logistics bots. But... what's wrong with that? The game gives you these tools, and they are very useful tools. It is 100% OK for the game to expect the player to use them. And it is 100% OK for the game design to make avoiding those tools increasingly difficult or completely non-functional at some point.

You mentioned not being forced to use belts. Yes, you could play through all of Factorio without belts.

But can you do it without pipes? At some point, you need advanced oil processing. And there's just not enough room to get barrelling assemblers around all of the fluid inputs/outputs of an oil refinery. You can probably do some manual switching of stuff to eventually scrape by.

But Space Age basically says "no" to that. Most new fluids cannot be barreled, so being functional on Aquilo or even space platforms without pipes seems very unlikely.

The developers should not feel like they need to bend the game design to accommodate players who just don't like pipes.

Re: I like the new interplanetary mechanics system... but I don't like it

Posted: Wed Dec 25, 2024 1:57 am
by wobbycarly
Alfonse215 wrote: Tue Dec 24, 2024 3:30 pm
Also, carrying your inventory seems like a very strange request. The game gives you a button to void your inventory. It gives you the ability to launch that inventory to a platform. It gives you the ability to carry that inventory to other planets. And once you drop down, it gives you the ability to reconstitute that inventory.
Can you please expand on what you mean my these? "Button to void" - do you mean "trash unrequested"? Other than manually feeding a rocket how does one "launch inventory to a platform"?

Thanks.

Re: I like the new interplanetary mechanics system... but I don't like it

Posted: Wed Dec 25, 2024 8:45 am
by antstar
Alfonse215 wrote: Tue Dec 24, 2024 3:30 pm Can you go into some details with regard to the difference between walking around on a space platform using your inventory to place stuff and using remote view to use the platform's inventory to place stuff? Despite these two things being functionally identical, why does it feel meaningfully differently to you? They're both placed from an inventory that you control.

Also, carrying your inventory seems like a very strange request. The game gives you a button to void your inventory. It gives you the ability to launch that inventory to a platform. It gives you the ability to carry that inventory to other planets. And once you drop down, it gives you the ability to reconstitute that inventory.

Indeed, one of the reasons why space platforms are remote view only is to teach players just how much remote view can do. This is a vital tool because players will spend significant amounts of time on other planets. Without a clear understanding of how remote view works and what you can do with it, they may think that they need to hop on a platform in order to fix a problem on some other planet when it could be handled remotely. So before you can even get to a planet, you have to learn to deal with remote view.

Yes, most ways around the inventory-on-a-platform involve the use of logistics bots. But... what's wrong with that? The game gives you these tools, and they are very useful tools. It is 100% OK for the game to expect the player to use them. And it is 100% OK for the game design to make avoiding those tools increasingly difficult or completely non-functional at some point.

You mentioned not being forced to use belts. Yes, you could play through all of Factorio without belts.

But can you do it without pipes? At some point, you need advanced oil processing. And there's just not enough room to get barrelling assemblers around all of the fluid inputs/outputs of an oil refinery. You can probably do some manual switching of stuff to eventually scrape by.

But Space Age basically says "no" to that. Most new fluids cannot be barreled, so being functional on Aquilo or even space platforms without pipes seems very unlikely.

The developers should not feel like they need to bend the game design to accommodate players who just don't like pipes.
As I said, the devs don't HAVE do anything. Maybe modders will fix it. Maybe I'll find something else to play.

I came here from thousands of hours of KSP, before the devs (or publisher, more accurately) f'ed the pooch there. There's probably more indie games for me to discover

Re: I like the new interplanetary mechanics system... but I don't like it

Posted: Wed Dec 25, 2024 8:47 am
by antstar
Tertius wrote: Tue Dec 24, 2024 1:48 pm It seems you didn't completely internalize the concept of automation, which is core in Factorio. The engineer doesn't do anything himself, he isn't carrying all stuff himself. Instead, he does it once, then automates it.

It's a pity you're not using bots. That's really a game changer. You put down construction orders, then some magical fairies come and build it. It's like magic! You need to breed them of course and create nice little homes for them (called roboports), but once you did it, they will do everything for you.

It's a slightly different thing from building everything yourself or let the personal roboport build it for you, but if you practice and you get used to remote view, it doesn't matter any more where you physical character is. You need the character only once on any planet: the first landing. Ok, and when you expand and subdue the land. But if you build a bot infrastructure on every planet, you can do everything everywhere, with the snip of a finger. You don't need to drive there.
And with this, your personal inventory gets less important.

In the past, I needed presence as well, but as soon as I was on Vulcanus and my base back on Nauvis required tending, I investigated what I need to do everything remotely. It was not much new to learn. The main base was already robotified, so I was able to send as many supply rockets to Vulcanus as I needed to skip initial bootstrapping. And I added automation to the outskirts and outposts, so I was able to service my outposts without physical presence. Even exploring new mines and clearing new areas from biters is possible remote with the tank (it can be driven remotely and it has an equipment grid) - you don't need a spidertron for this.
I'm no armchair General (Manager). I've turned down real world "opportunities", with gusto, because that doesn't float my boat. I will build with presence, or I wont build :D

I didn't exactly say I don't use bots. I certinally do. I don't use logistics bots... and roboports with construction bots are for wall repair.

Clearly the critical mass is against me on this, and unlike earlier versions, I can't just tell the intended method of gameplay to get bent.

>>This is a vital tool because players will spend significant amounts of time on other planets

I sure do. That's why I'm pissed off I can't take my inventory. That I have to feed rare concrete one stack at a time into the rocket pissed me off greatly. Even if I expected to need rare concrete again, I wouldn't automate that. I want to be able to nip[ off down the shops and come back with my 20 stacks of rare concrete. Not place an order and wait for it to arrive in the mail.

Guess how much online shopping I do, BTW?

Re: I like the new interplanetary mechanics system... but I don't like it

Posted: Wed Dec 25, 2024 8:53 am
by mmmPI
So the request is to be able to do more things manually and the only example is building on space platform and bringing inventory to space ?

Re: I like the new interplanetary mechanics system... but I don't like it

Posted: Wed Dec 25, 2024 9:02 am
by antstar
[Moderated by Koub : personal attack]

Re: I like the new interplanetary mechanics system... but I don't like it

Posted: Wed Dec 25, 2024 9:05 am
by antstar
Don't worry mods. I am out of here anyway - yeah, 'cause of them. Well, all the thems which infest the internets - it's why I had no presence here before despite playing so much of the game.

I just wanted to give my views on direction before I left. And am a bit saddened to see that nobody else seems to see this as an issue. I may not be back for 3.0 :cry: