I like how it soundsFreeER wrote: the other is a mind control beacon

I like how it soundsFreeER wrote: the other is a mind control beacon
Because it was a part of the game from the beginning. And to be honest: I really want the politics. An intelligent enemy, which can even interact and trade with you? Like. :>Ardagan wrote:Right now I see the game as production chains setup. That is what I like in it. Why not keep up with that? Why add fight or politics.
I could live without the politics. I could see this being added in an expansion or DLC but this isn't really needed for the core game.Nova wrote:Because it was a part of the game from the beginning. And to be honest: I really want the politics. An intelligent enemy, which can even interact and trade with you? Like. :>Ardagan wrote:Right now I see the game as production chains setup. That is what I like in it. Why not keep up with that? Why add fight or politics.
Well, to have a reason to produce other items. More items. Every war will end at some time, but isn't consumption not a much bigger war?Ardagan wrote: Right now I see the game as production chains setup. That is what I like in it. Why not keep up with that? Why add fight or politics.
Yes, but this is this stupid game of "I need every kind of weapon in a good mix". Yes, because it works, and "but" because the opponent isn't just a stupid thing, in my eyes it's the whole planet. We cannot win, if we only go for fight, we need to be smarter. I really dunno, how this could work, but we will see.Ok. That was genera. But if we suppose we still want fight. First I'll agree with previous post: we want not new items, we want diverse gameplay.
1) Add more creep types for example: ranged, resistant to laser. etc.
That can and should happen. This is no game you will sooner or later win. Of course it should not happen too often.2) Add energy weapons to main character otherwise with limited resources on our side except energy and unlimited of all on their side, we lose.
Well, this isn't that easy. Factorio is in big parts a physical simulation and I can say, that describing how an inserter works takes about 100 words. But it's much easier to see him working.3) Add all technical information in game: do laser turrets consume energy when not shooting? Do Factories consume energy when not working? Do factories produce pollution when not working? those are minor, but obvious that are missing.
Good idea. Keep in mind, I have for example made a base, where I have been continuously been attacked, the number of attackers never goes below 20. This would make such knowledge practically useless.4) Add option to research enemy motives/strategy. Predict attack times, predict group size etc.
I mean with the evolution factor, we have a base to play with it. But, well, a player with 3 layers of walls, 3 rows of lasers and repair robots everywhere yawns over that. There should be enemies or other things (hurricane?), which make even that useless.5) Think of the option to scale enemies with players base size for example.
That's the wiki.6) Add encyclopedia that contains all information to the game. That will work as 2 things: a) player information b) design document for devs
Hm. Well. Hm. There are more things to think about. Much, much more...Hm... There are still some more ideas of things that are missing, but these are about fight process. Hope to read any comments from devs or other players.
+1Nova wrote:Because it was a part of the game from the beginning. And to be honest: I really want the politics. An intelligent enemy, which can even interact and trade with you? Like. :>
DyTech. Though it is in progress. The devs are busy building the features and functionality of the base game, be willing to use mods and or create your own and they have much more time to add new content that will diversify the game play.Ardagan wrote:1) Add more creep types for example: ranged, resistant to laser. etc.
Yes.2) Add energy weapons to main character otherwise with limited resources on our side except energy and unlimited of all on their side, we lose.
Do you even realize half of ALL the technical information in the game? Spawn rates, pollution spread between chunks, how inserters place items, max limit inserters will insert, numeric speed of each inserter, each combination of splitters, etc. There is FAR too much technical info to display in the game, perhaps more than would fit on a typical monitor in some cases, but there is a wiki and the forum has a lot. Not to mention you do not need this information to enjoy playing, the basic concepts are (mostly) all fairly simple. The wiki needs a bit more love so if the technical info is something you really like feel free to add anything you learn (searching/asking on forum, playing) there.3) Add all technical information in game: do laser turrets consume energy when not shooting? Do Factories consume energy when not working? Do factories produce pollution when not working? those are minor, but obvious that are missing.
Current moitve/stat kill you, in straight line. There are no 'attack times' anymore, it's based on how much pollution is absorbed by the individual spawners (thus no pollution = no attacks, unless you are close). Not really hard to figure out4) Add option to research enemy motives/strategy. Predict attack times, predict group size etc.
Go about 1000 or two away from player base...easily done with cars and trains (use F5 to see coords)5) Think of the option to scale enemies with players base size for example.
Wiki, again needs some love. Maybe this could be added in game...but I don't thinks it's really needed.6) Add encyclopedia that contains all information to the game. That will work as 2 things: a) player information b) design document for devs
I love wiki, but sometimes it is much better to get info in-game with internal quicklink than to switch to browser, open page, type search phrase, look for proper info...FreeER wrote:Wiki, again needs some love. Maybe this could be added in game...but I don't thinks it's really needed.6) Add encyclopedia that contains all information to the game. That will work as 2 things: a) player information b) design document for devs
I haven't researched into grenades yet simply because i couldn't work out how to use them...ssilk wrote:For grenades and capsules: place it in the hotbar and press the button.
It's a little bit crude. I hate it.
You missed the step where you configure the hotkey for slot on middle-mousessilk wrote:Point with the mouse and press fire or C. C releases the weapon even if there is no enemy.
For grenades and capsules: place it in the hotbar and press the button.
It's a little bit crude. I hate it.
The first way I wanted to deploy the capsules was just like placing logistic robots: Take them into the cursor and clickkovarex wrote:What if you can just take into the cursor and right click, the same as if you tried to "build it"