Once I've build a rail it's there forever because of how long it takes to DECONSTRUCT it!MeduSalem wrote:Once I've build a rail it's there forever because of how long it takes to set it up.
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Once I've build a rail it's there forever because of how long it takes to DECONSTRUCT it!MeduSalem wrote:Once I've build a rail it's there forever because of how long it takes to set it up.
Teleports was indeed one idea out of many, but they transport in zero time. The ropeway needs some time. Let's say at maximum speed (everything is researched) it is as fast or a bit faster then the blue belt.hitzu wrote:In my mind it would oversimlify the process of playing with logistics. It would be like placing two teleporters and transporting stuff on them.
It should be as simple as possible, cause it is needed to connect the layouts. You will have more than enough logistic problems to fill and empty the stations.Creating layouts - that's why I love this game! The thing is when you try to imagine and come up with the best solution in particular context, that what this game is about! And you just suggest to connect two points in space with no restrictions, with no problems to think about.
Not for this. I know, the pic on the first page about Darwinia is by me (https://forums.factorio.com/forum/vie ... 977#p63288 ). You see, that the ropeway has turns. But I don't think in Factorio it is not needed.The Phoenixian wrote:ropeways should be able to turn between poles like the wires on electric poles
I don't see a need to say "I have poles, so everything with poles needs to behave the same".internal consistency means that once a player understands one system they'll much more easily figure out others
It is. The cable has its mass and tensil limit factor. The longer the cable the havier it is the more force you have to apply to move it and more force to strain it.Bleda wrote: And maybe restrict their length? Isn't there a limit to how long the rope of a cablecar can be in reality?
In the real life ropeways have a tension stations, and additional engines on the way, so the distance can be very high. The world's longest ropeway had 96 km long.hitzu wrote:It is. The cable has its mass and tensil limit factor. The longer the cable the havier it is the more force you have to apply to move it and more force to strain it.Bleda wrote: And maybe restrict their length? Isn't there a limit to how long the rope of a cablecar can be in reality?
Cordylus wrote: That's how I imagine load/unload stations:
No, it makes really a big difference, how fast your items are moving, cause every moved item cannot be used for something else.Bleda wrote:You don't have to care so much about transportation speed in factorio. If you have a constant flow of resources, what difference does it make wether it takes an item one second or a minute to get from a to b, as long as the throughput is high enough? In the end, it is a bit like teleportation, the way you suggest it.
I think no crossings are a good idea. Building it yourself: Maybe. I don't see there a potential: It's not interacting with something on the ground, it's just a connection. I would prefer automatic building and you will see, that I'm right.I would also strongly prefer a ropeway that I have to build myself! One that can be a challenge to set up and that gives room for innovations and clever layouts. I would restrict them so there can't be any crossings. And maybe restrict their length? Isn't there a limit to how long the rope of a cablecar can be in reality? You would then have to build intermediate and crossing stations, maybe even with some belts and smart inserters for intelligent routing.
You mean, that the ropeway transports stuff, if needed? Not sure. A system like in Portal would be cool.If you allow players to just connect any two spots without any further thinking, the easiest and most efficient layout will just be a huge web of point-to-point connections. basically the same that logisitc robots would do, but with ropes.
Everyone here agree that there should be no lenght limit factor.keyboardhack wrote:Have to agree with ssilk on the length and construction. Making everything automated and not limiting the length is really the way to go. You can always just build a new rope way to extend another if range was limited and manually placing a long ropeway would be a really tedious task,
I'm judging on the base of what implemented and what did not.Btw i really don't think we should consider code complexity and debugging. Let that be up to the developers, it's kinda their job
Again we can't and shouldn't take into account how hard it's to code. for all we know they might have a single method to connect everything automatically.hitzu wrote: I'm judging on the base of what implemented and what did not.
i am glad that you agree with me. The ropeway should, like all underground belts and all poles, automatically connect with each other automatically.hitzu wrote: Another important factor in the game design is the uniformity of the UI across all aspects.
Ok, then there should be no corners, cause underground belts have no corners. Also they should go in NS and WE directions only like belts and pipes.keyboardhack wrote: i am glad that you agree with me. The ropeway should, like all underground belts and all poles, automatically connect with each other automatically.
If you agee with ssilk, then you probably know that he propose to have no corners at all. What he propose: you place two stations and get a straight connection automatically with fake towers. It would be nothing but low-tech cheap logistic network. Stations act like requester and provider chests, and boxes on the rope are nothing but drones that don't require power and roboport coverage area. It's like cheating and would bring no fun cause it would be so easy.I do however think there should be a limit on how sharp corners the ropeway can take.
Well what are the details?ssilk wrote:The problem is: How should it work in detail?
Too many people have to many different visions about it. This includes me.
(As always I brought too much things into this discussions. Boxes for examples. A completely different suggestion.)
1. I think ropeways should be as straight as possible without making them a chore to setup (Edited to fix a typo that was completely changing the meaning of this one)katyal wrote: Well what are the details?
- Should ropeways be only straight?
- Should ropeways have a limited length? If so how long?
- Should pole placement be automatic?
- How big should stations be?
- When powering a ropeway do you need electricity at one station or both?
- What can be carried in ropeways? Anything? Just ores ?
- What throughput should a ropeway have?
No.hitzu wrote:@ssilk
Realim is not the argument for games at all. Especially when the game is about alien planet colonization and space bugs.
You can say that turns for ropewys are avoided IRL. I can say the same for conveyor belts. I can say that any train in the world cannot make so sharp turn even with smallest speed possible. I can say that there are no such machine in a world that could assemble every thing you want.
You can say: make building simpler. I can say: make a WIN button, it would even simpler.
I hope you get me right.
Exactly: The usage is the key! For what will we really use a ropeway? The above points are a good guess. But really good gameplay happens when the first things are implemented.Bleda wrote:And I think this depends a lot on where the existing transportation methods are heading and how the end-game will look like in the future. And then, of course it depends on personal preference and the way you play the game. There is already a pro-robot section and an anti-robot section among players. And afaik there are even some people who don't use trains. While this is ok, it would still be desireable to design the means of transportation in a way that all of them are fun and serve a purpose in the game better than the others.