the more i read this the more i think factorio should play out like a cross between RTS and MOBAspiriform wrote:
I still think this is a valid question: "What is the minimum necessary to enable a satisfactory PvP experience?"
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the more i read this the more i think factorio should play out like a cross between RTS and MOBAspiriform wrote:
I still think this is a valid question: "What is the minimum necessary to enable a satisfactory PvP experience?"
this is what factorio is about when you play with the character. the difference is xp is translated into research, and the more direct killing nests for making research packs.piriform wrote:I had to look up a definition of MOBA game, and found this: http://www.urbandictionary.com/define.php?term=MOBA. If this is what you have in mind then I'm confused. MOBA focuses on Hero development via xp mechanisms and killing of minions in personal combat. Base and infrastructure building is not really a big part, whereas in Factorio, that currently is the part.
Hmm, I can see some parallels between research and say, power armor and weapons, giving the character enhanced abilities. But I'm still struggling with the character's role. Is the character's principal job to wade in and splatter. Or is (s)he to work behind the scenes creating the infrastructure to build armies which will then do the deed.this is what factorio is about when you play with the character. the difference is xp is translated into research, and the more direct killing nests for making research packs.
All the elements you mention: way points, patrol zones, defense zones,designated attack points, etc are good points and I personally agree. Whether they are essential is a good question to ask. Notwithstanding all that (unless I misunderstood your proposal) I'm not sure that integrating them into a fixed script is desirable. Good players will quickly learn to exploit any fixed script and negate its utility (then again I'm NOT a Good playerYou set up the attacking task force, using interface you provide the path finding, and designate the attack area/patrol area.
That sounds like my kind of game.kovarex wrote:We are considering the rts direction of the game a lot.
Builder robots
Player could just order stuff to be built and where. It would be up to the builder robots, to get the needed materials from the logistic system and build it. This would be combatibile with blueprints (some kind of ctrl-c ctrl-v system, or even blueprint as item), building would take some time, and the more robots the player have, the faster it is.
Fighting units
Ordered like in rts, some kinds of robots/automated etc.
I could imagine, that these robots shouldn't be craftable like other items (I don't really like the idea of having few tanks in my pocket and placing them in front of the enemy base). Fighting units would still need ingredients and time like normal recipes, but would be only buildable in special buildings, and instead of producing items, the unit would exit the building.
This means these wouldn't be minable as well.
Throne room
Player would enter it, and he could start control the game in rts style, at this phase, he would already have robots for building stuff, and units to fight, so he would just order what needs to be done in bigger scale.
this is something the devs will have to work out. The need to define what they want the player character to be and equip it accordingly. AN option here which would tie into the RPG thing, would be to have choice research trees. so for the sake of the RTS discussion research which buffs armies (which makes the player behind the scenes type) or Research which buffs the player( which makes the player the wade in and splatter type). The game at the moment allows for infinite amount of tweeking because it has elements of many types of games built in already. it will really take baby steps and await feedback move from there.Hmm, I can see some parallels between research and say, power armor and weapons, giving the character enhanced abilities. But I'm still struggling with the character's role. Is the character's principal job to wade in and splatter. Or is (s)he to work behind the scenes creating the infrastructure to build armies which will then do the deed.
the best game i can relate to when describing it would be homeworld 2. you gave the order to build a interceptor squad, 5 ships will be built and form a squad. you can give the squad move commands waypoints patrols etc but when it came to fighting they flew around fighting other ships on their own in reality there is little interaction once fighting started. but even homeworld 2 doesn't have everything i described.All the elements you mention: way points, patrol zones, defense zones,designated attack points, etc are good points and I personally agree. Whether they are essential is a good question to ask. Notwithstanding all that (unless I misunderstood your proposal) I'm not sure that integrating them into a fixed script is desirable. Good players will quickly learn to exploit any fixed script and negate its utility (then again I'm NOT a Good player)
+1the best game i can relate to when describing it would be homeworld 2
+1Such an idea is great for PVP but the biters aren't really an enemy worthy of sending a robot army after
cosss wrote:I vote for this direction! I don't see any fun running around the buildings. I'm buidling a system here. Like in TTD.
Also it would be really cool to have ability to automate military units. Like in Screeps but in a more casual fashion.