TL;DR
The biter defense experience as it currently stands rewards working harder (building a barrier around your entire factory), but does not reward working smarter (placing defenses efficiently and strategically).Preface
(Feel free to skip to suggestions)First, I want to say I've been playing for a long time (2000+ hours, and been playing since version 0.14) and I love all of the changes that have been made to biters and combat in all of that time. Recently, there was an interesting FF that raised some ideas about biters that has given me a lot to think about and focus my thoughts. In particular, "Currently, you can get by with only walling off part of your base, responding to attacks as they come, and leaving the rest fairly open. This runs opposite to what "most new players" [citation needed] would expect."
I definitely feel that 1) that's only true at the very early stages of the game and 2) when I first started playing, I definitely expected that biters would be making coordinated attacks to the parts that upset them the most and that if I were smart enough, I wouldn't need to put walls and turrets around my entire base. The second point led to me quitting my first factory attempts and restarting with pacifist biters, because I couldn't understand biter logic once they started to get more aggressive.
Now, I get that's just a single anecdote, but regardless of what "most" new players experience it led me to thinking about the biter experience, and the game experience as a whole. The aspects that I think most of us enjoy are that there are puzzles to be solved, and that there is no single way to solve them. Often times, they break down into two categories: make more things, or make things more efficient. Which is where I get the concept of working harder (more things) or working smarter (more efficient).
I would love to see more opportunities for biter combat to have the choice of working smarter instead of working harder, and the below suggestions all attempt to improve that. Some of these suggestions might be simple to implement, and some might not be. But, at the very least I don't think any of them take away from those who do want to always have the option to simply wall off their entire base.
As examples of opportunities for "work harder" that have been implemented that I love: the change in water generation that creates outstanding defensive choke points (it didn't used to be that way) and the ability to make long continuous cliffs, again for the creation of great choke points.
What ?
- Biter Early Detection System - I'm thinking a researchable upgrade to Radar that you would toggle on/off for each Radar dish, but whatever it is, some system that allows a warning (sound?) when biters enter in range of the factory.
- Show Biter Paths in a user friendly way - I always play with the Show Paths debug on, entirely so that if biters did attack somewhere I can figure out where they came from. I would love to see something done where a player can see what path biters took to get to where they got. One idea: biters leave behind a visible "pheromone trail" that dissipates over time when they walk. Or just something similar to the current Show Paths debug, but perhaps with a little less noise.
- Biters shouldn't be able to path outside of the pollution cloud to get to the factory.
- Biter target selection should first pick direction pollution is coming from, then once they get near something that makes them angry they should attack that - As long as we're talking about pathing... I suspect this might be the hard one. Make it straightforward which things my biters will prioritize and which they'll avoid. This might be a very difficult and/or fundamental to change, and since it's not clear how it currently works, it's hard to make suggestions, but this seems a) intuitive and b) less likely to have weird things happen.
Why ?
- Currently, unless you happen to be watching your map (usually we're building our factory) you don't learn about biters who are entering your factory until after they're already destroying things. Then, by the time you get over there, so much has been destroyed that 9 times out of 10 we all just reload our last autosave. It's not until late game where the loss of time and resources is minimal enough to let it go. Adding a feature like this will give players a chance to be able to react to the biters and attempt to race them to wherever they are and actually engage in combat attempting to defend your precious factory. Bonus: with some sort of signal there might be very creative circuit conditions players could come up with to automate defenses in fun and interesting ways as well.
- One of the most common stumbling points I see from new players commenting on reddit, and what I find frustrating for myself, is figuring out where the biters are coming from. Especially if, say, the biters took a bizarre path around a large sea or something. Similarly, when they do sneak through, it really helps to try to figure out what hole I might have in my defenses.
- As above, I see new players confused where the biters are coming from when they began on the opposite side of a lake and took some lengthy, circuitous path way out of the pollution cloud and then back in in order to attack.
- From what it appears to me, the biters choose some object in my factory and then make a path to that. But it's not clear what objects they may or may not choose, and weird stuff happens often. Here's an example that I want to see NOT happen. A couple days ago I was playing and some biters got into my base (I intentionally tore down my complete walls because it was too boring and I wanted more excitement). They were in a weird spot in the middle of my base attacking some solar panels. After I killed them, I looked at the path they took to get there: they had originally targeted some assemblers and chose a path there. This path took them past some rails and Big electric poles, past some Roboports, past more rails, in between some miners and the electric furnaces they were directly feeding to (about a 50 tile wide gap that had lots of belts and balancers), past a Radar, past a bunch of solar arrays, past more Roboports, and rails, along a long narrow bridge I built for myself to cross some water without getting hit by a train, past another set of miners and another Radar, and then at this point they gave up their original goal and starting attacking some other solar array of mine. That behavior really doesn't make sense to me. I definitely would've expected them to attack any of the things along the way that they walked past. This example might be a somewhat extreme example, but it definitely isn't a unique one.
My suggestion should clear all of that up. Once they decide to launch an attack party, they first determine what direction the pollution is coming from (exercise left to the reader), and then the start marching in that direction. Once they encounter something they want to attack within their zone of awareness or whatever, they attack it. This also has the benefit of feeling more natural; why would the biters know where every assembler and solar panel and electric pole is in my base?
This is definitely a major piece of the "work smarter not harder" opportunities. I could simply build a wall around everything. That would be working harder. But, what if I was able to figure out where biters are going to attack? Then I can support those areas with my defenses. I can improve my factory by being efficient with my resources, if I'm clever enough. Solving those puzzles is just as rewarding (if not moreso) for me as solving the "How do I make a whole lot more of this" type of puzzle in this game. The idea of only defending specific areas works a little bit in the early game, but any factory generating any significant amount of pollution can't do this in the mid and late game; no matter how aggressive you build defenses, if there's a gap anywhere the biters will go through. Similarly, even if you do keep pollution down somehow, simply expanding your borders means more gaps and more points you need to defend "smartly". (Sidenote: I agree with the sentiment in that FF I linked about about the over-effectiveness of clearing out of your pollution cloud. I recently converted my megabase to Nuclear Fuel, and the pollution it generates has made biters a bit more exciting again.)
Summary
Right now, biter defense is very uninteractive. The result is that the only way to defend against them for a majority of the game is simply to wall off your entire base. I want to make sure that is still a viable playstyle, but I would like to see other playstyles be viable as well. Additionally, I think these suggestions can improve the experience for newer members.p.s. Yes I know you should only put one idea/suggestion per thread, but these really are each suggestions to address what I see as the main design problem. Addressing that design problem in some way is the suggestion.