End-game mech
Moderator: ickputzdirwech
End-game mech
There is a problem with destroing big alien bases or with destroing them in end-game. The solution is adding a mech like that in Avatar movie:
This mech will have equipment window like power armour and similar equipment to use in it.
A list of things that may be used in:
-portable fusion reactor (mech needs energy, doesn't it?)
-two controllable weapons
~mech machine gun
~tank-like canon
-secondary, uncontrollable weapon: missle launcher
-two types of armour:
~breakable steel armour
~rechargeable energy schield
-personal roboport
-night vision
Now how it will work:
1.Portable fusion reactor: gives energy, I think it is clear.
2.Weapons: mech can hold two controllable, main weapons: two same or one of each type. There is also place for one uncontrollable weapon: missle launcher that works symilar to personal laser defense, but shoots four times and then it reloads for five seconds.
3.Steel armour gifes us 200 hp but when hp of one module decreases to 0 it gets destroyed and it can't be repaired. When hp of energy schielde decreses to 0 it has to be recharged. It cant be destroyed.
4.Personal roboport is needed for logistic robots witch repair our mech.
Write in comments what do you think about that idea.
This mech will have equipment window like power armour and similar equipment to use in it.
A list of things that may be used in:
-portable fusion reactor (mech needs energy, doesn't it?)
-two controllable weapons
~mech machine gun
~tank-like canon
-secondary, uncontrollable weapon: missle launcher
-two types of armour:
~breakable steel armour
~rechargeable energy schield
-personal roboport
-night vision
Now how it will work:
1.Portable fusion reactor: gives energy, I think it is clear.
2.Weapons: mech can hold two controllable, main weapons: two same or one of each type. There is also place for one uncontrollable weapon: missle launcher that works symilar to personal laser defense, but shoots four times and then it reloads for five seconds.
3.Steel armour gifes us 200 hp but when hp of one module decreases to 0 it gets destroyed and it can't be repaired. When hp of energy schielde decreses to 0 it has to be recharged. It cant be destroyed.
4.Personal roboport is needed for logistic robots witch repair our mech.
Write in comments what do you think about that idea.
Re: End-game mech
It's kind what power armor is already ... could be a graphics update but the current power armor is already super good in late game.
Re: End-game mech
I love this idea.
But a oldschool mech would be still cooler.
With modular weapons at each arm and a basic shoulder mounted machine gun. Bigger and stronger than the tank ... still slower ... but never mind
Everybody need one... to defend large hives in endgame.
greetings
But a oldschool mech would be still cooler.
With modular weapons at each arm and a basic shoulder mounted machine gun. Bigger and stronger than the tank ... still slower ... but never mind
Everybody need one... to defend large hives in endgame.
greetings
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Re: End-game mech
Yuoki's mod has a mech like this.
Re: End-game mech
The OP is right that killing big lategame bases is only tedious. Running circles killing the spawners, then bring it all back to laser battery or hold space even longer and go through several hundred shotgun ammunition.
The tank is good and it is fun attacking with it until it becomes ineffective so the upgradeable mech sounds ideal to me and the power armor the player wears isn't really a solution, because actually there would be no way to even stand and fight without it and creeping with turrets like a madman.
The power armor right now is our defensive so we still lack a good offensive tool. Doesn'T have to be a mech could also simply be a rocket you slam on them from your base.
The tank is good and it is fun attacking with it until it becomes ineffective so the upgradeable mech sounds ideal to me and the power armor the player wears isn't really a solution, because actually there would be no way to even stand and fight without it and creeping with turrets like a madman.
The power armor right now is our defensive so we still lack a good offensive tool. Doesn'T have to be a mech could also simply be a rocket you slam on them from your base.
Re: End-game mech
You are completely right,
but in my opinion a mech would be more fun than a rocket where you have only to push one button for killing huge enemy bases.
At this moment we have just two vehicles, the tank is to use halfway for endgame.... its very upgradable.
I'm curious whether and what's next...
Sorry for my beginner's English
but in my opinion a mech would be more fun than a rocket where you have only to push one button for killing huge enemy bases.
At this moment we have just two vehicles, the tank is to use halfway for endgame.... its very upgradable.
I'm curious whether and what's next...
Sorry for my beginner's English
Re: End-game mech
Maybe any moderator can say something about that?
Re: End-game mech
Is good. More vehicles good. Very good.
Re: End-game mech
Actually, when it comes to suggestions and opinions, moderators are neither more nor less valid than any other contributor to the topic. It's true most moderators have been knowing Factorio for a long time, so we "know" if a suggestion is common or not, but that's about all.masterm wrote:Maybe any moderator can say something about that?
I know it is doable to have a mech, since there is at least one mod that adds one.
Do I think the concept should make it to vanilla ? No, I can't really decide myself.
On one hand, mecs are terribly cool and badass. And everybody loves badassitude, so hell yeah, huge mech wrecking havoc amongst biters, worms and nests seems cool. But on the other hand, Factorio is about automation, and going in the mech direction is just another offensive vehicle. after that, decimating nests will become even more trivial, so people will ask for bigger ennemies, and it's an endless loop.
Now if the devs take the direction of automating the extermination of the biters ... what will be the interest of the game ? Triumph without peril brings no glory.
So I can't decide myself if I want mechs or not. Really depends on what the devs have in mind concerning endgame content combat wise. Knowing that 0.13 will at least partially overhawl combat, I think it's prematutare to make myself an opinion.
Koub - Please consider English is not my native language.
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Re: End-game mech
I was thinking of the same thing! It seems like a great idea that would fit well with the rest of the game.
See also: Spidertron
Currently it's only in planning and I don't know if it will be weaponised, but it seems like a great choice for an endgame mech.
See also: Spidertron
Currently it's only in planning and I don't know if it will be weaponised, but it seems like a great choice for an endgame mech.
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Re: End-game mech
I would like a mech from Pacific Rim movie or War Robots game...damn son where did you find this
Re: End-game mech
fyi you can script the tank gun into your hand and use it there, pretty fun when also cranking up attackspeed mod xD - protip: also works with artgun but thats overload
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Re: End-game mech
Turret creep with artillery is the current pinnacle of automated termination. If you count your time as resource (and you certainly should, it is less replaceable than anything else), not dealing with the biters and just hammer them with a 28,3cm/L76 is the most efficient way.
Alas, this is a game, so (ethics aside, but we left them in space I presume) having aMadCat(not possible due to copyright issues) spidertron with a built-in rocket launcher can be a nice distraction for the player. Inefficient, certainly not automated (and therefore rather "wrong" in the context of the game), but none the less desirable.
Alas, this is a game, so (ethics aside, but we left them in space I presume) having a
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Re: End-game mech
Artillery is a pretty good mechanism for automated death. Load up a few cannons around the walls of your base and you'll never need to clear out territory manually again.
Re: End-game mech
What I would add:
1.Customization. Not only weapons, but increased armor plates, better motors for speed, shields... basically what can be placed on a modular armor and something more.
2. Remote control. Maybe an optional module for remote control. You select the mech from map view and control it.
3. Sizes: XL, XXL and XXXL.
4. New bigger enemies, like in pacific rim, with different sizes (XL, XXL, XXXL and 4XL). Enemies almost inmune to turret damage and destroy walls just by walking on them.
5. Bigger walls, just as an option for smaller bigger enemies.
6. Some common sense spawning bigger enemies.
7. You need to have some mechs in all parts of your factory with remote control to be able to deal with this enemies quickly.
1.Customization. Not only weapons, but increased armor plates, better motors for speed, shields... basically what can be placed on a modular armor and something more.
2. Remote control. Maybe an optional module for remote control. You select the mech from map view and control it.
3. Sizes: XL, XXL and XXXL.
4. New bigger enemies, like in pacific rim, with different sizes (XL, XXL, XXXL and 4XL). Enemies almost inmune to turret damage and destroy walls just by walking on them.
5. Bigger walls, just as an option for smaller bigger enemies.
6. Some common sense spawning bigger enemies.
7. You need to have some mechs in all parts of your factory with remote control to be able to deal with this enemies quickly.
Re: End-game mech
I think that will be annoying to look all around the map just killing those big invincible enemy.Ikonos wrote: ↑Mon Jan 21, 2019 3:38 pm What I would add:
1.Customization. Not only weapons, but increased armor plates, better motors for speed, shields... basically what can be placed on a modular armor and something more.
2. Remote control. Maybe an optional module for remote control. You select the mech from map view and control it.
3. Sizes: XL, XXL and XXXL.
4. New bigger enemies, like in pacific rim, with different sizes (XL, XXL, XXXL and 4XL). Enemies almost inmune to turret damage and destroy walls just by walking on them.
5. Bigger walls, just as an option for smaller bigger enemies.
6. Some common sense spawning bigger enemies.
7. You need to have some mechs in all parts of your factory with remote control to be able to deal with this enemies quickly.
I prefer some automated solution for everything, just do what i want to do in late game.
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Re: End-game mech
All vehicles have different roles and move types:theolderbeholder wrote: ↑Sat Jan 19, 2019 12:10 pm spidertron with a built-in rocket launcher can be a nice distraction for the player
- Car for fast search, move on wheels
- Tank for war operations, move on caterpillars (can turn on place)
- Train for automation, move on rails
- Spiderton (even if not implemented) for move over unpassable (factory), move on long feet
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Re: End-game mech
If only i knew some programming shit...