We should probably not think in terms of "too easy" if it takes 10 minutes for you to reach the other end of your base and do something about the "hard" enemies.
That kind of thing gets old really fast.
We should probably not think in terms of "too easy" if it takes 10 minutes for you to reach the other end of your base and do something about the "hard" enemies.
I think artillery is pretty much fine as it is. Before rocket science, the autotargetting range is pretty small so there are still good tradeoffs. After a couple rounds of infinite science, it quickly turns into an almost unlimited range weapon in the sense of being able to outrange your pollution cloud.I could see (unupgraded) Artillery made weaker : shorter ranged (and worms longer-ranged, so that behemoth worms can duel with it, at least on automatic fire), moved to late blue / early yellow science ;
and rocket-launched, unlimited-range ICBM's added as an end-game weapon :
This is awfully dependant on the player. I have never been able to start a map on default and win. I always have to "cheat" at least by making a big or very big starting area to buy me some time.Italian Cuisine wrote: ↑Wed Aug 07, 2019 5:39 pm In my opinion, biters are easily overcome in default settings
In this case, you can start with biters on peaceful mode. They will be generated, but won't pose a threat. Then you shoot one of them, it's pretty effective at starting the war.tamanous wrote: ↑Thu Aug 08, 2019 7:14 am Following this, the solution would/could/should be, that a player is given the option (as not to say opportunity) to disable the biters permanently. But the problem then is, that having biters or not is chosen during map/world creation. And of course, people would like to switch biters off and on again whenever the like.
This is pretty much the reason why Artillery was added in 0.16.tamanous wrote: ↑Thu Aug 08, 2019 7:14 am Let's meet in the middle.
Of all games i know, factorio is probably the best when it comes to solving a specific problem. So, the problem here seems to be, that (for many players, seemingly the OP, too) the biters are a ncie2have at the beginning, but at some point become highly unwanted.
Following this, the solution would/could/should be, that a player is given the option (as not to say opportunity) to disable the biters permanently. But the problem then is, that having biters or not is chosen during map/world creation. And of course, people would like to switch biters off and on again whenever the like.
The ingame version of a one-time-perma-disable would be a genocide weapon that has to prevent enemies from spawning on undiscovered areas, too. But I think, most of the players and developers would prefer a klickable entry in the option.