Is this a longterm design choice, or is it "up in the air" with a more robust combat system as a possibility? Enemies are charging at me faster than cars, and all of my guns feel as though they've been taken out of Duke Nukem or Serious Sam.
![Shocked :shock:](./images/smilies/icon_eek.gif)
If anything you are stating speculation as fact with no practical experience to speak from - Have you actually tried playing at those speeds? No? Then you are offering nothing but speculation yourself.Nova wrote:i just said that the "problem" can't be fixed by making the enemies slower. There are maybe other solutions.
I completely agree.Garm wrote:Dont forget - this game is called Factorio for a reason. I think the main idea of the game is that you start small and weak and build up from nothing, at the expense of natural wildlife![]()
As such it makes sense to make main character weak - his defence, and offence would come from what he makes, not from who he is.
Main problem right now i think is that early game is a little bit unpolished - starting without pick is a massive pain, and without gun you are good as dead due to large volumes of creatures attacking at once. I believe it would be more prudent to lessen the spawn amount but not speed in the beginning.
Another good option would be to introduce more low-tech equipment:
Wooden fences, as early defence barriers.
Stone pick(?) or more easily craftable pick for beginning (has anyone tried starting with nothing? takes 2 days in game to make a pick, not to mention absence of a gun.
Spikes as early version of landmines - to reinforce that game idea.
Perhaps also vary biter aggressiveness by the time of day: make them more likely to attack if you operate machinery at night (light sources "attraction") while ignoring you during the day. Maybe introduce pollution threshold dependent of time of day as such as soon as you hit certain amount of pollution you could be attacked at any time.
But at the same time - keep up the threat at higher pollution levels:
- Make certain biters highly resistant to lasers, so that you need to use normal turrets.
- Make big worms do more damage to turrets, to prevent easy turret rush.
- Prioritize complexity over price - if turrets are harder to keep working 24/7 than lasers - they should be more usable, either by being versatile (different ammo, for different biters) or by being specialized in something others cant do (long range?, splash damage?)
I don't think it is a good idea to allow players attack and destroy biter bases early, and destroy them without turrets way until end-game. This game isnt about that.
Sometimes your back is against the wall early on in the game though. Turret creep strategy is already painfully slow and expensive but it can open up resources and salvage terrible starting area luck (desperately needed resources under a biter base early on for instance). Without turret creep strategy, there will be a lot more doomed 'bad start' games. If this is ever implemented, we'll need to enlarge the biter-free area around the start location to reduce the doomed starts.Garm wrote:- Make big worms do more damage to turrets, to prevent easy turret rush.
I really like the idea of specialized turrets and biters with resistance/weakness to various types but we have to be able to set target priorities for our turrets to make it usable. I picture my (Large Biter killer) turrets blasting away at the small biters in front while my (Small Biter killer) turrets peck away uselessly at the Big Biters, and me pulling my hair out as they chew down my walls..Garm wrote:- Make certain biters highly resistant to lasers, so that you need to use normal turrets.
- they should be more usable, either by being versatile (different ammo, for different biters)
I've never said - prevent any turret rushPsycho0124 wrote:Sometimes your back is against the wall early on in the game though. Turret creep strategy is already painfully slow and expensive but it can open up resources and salvage terrible starting area luck (desperately needed resources under a biter base early on for instance). Without turret creep strategy, there will be a lot more doomed 'bad start' games. If this is ever implemented, we'll need to enlarge the biter-free area around the start location to reduce the doomed starts.
I guess 1 ammo - 1 biter idea wasn't good I concede that. But we still can get long range turrets, or splash damage. That way turret preference will be on a player play-style.Psycho0124 wrote:Also, since the late game spawns only the large biters, eventually only one type of turret will be useful just like now. Hmm..