First of all, I want to express my immense gratitude for your game. I've been playing Factorio for almost 10 years, starting in 2016, and I've clocked around 5000 hours. On Steam, I have 13,000 hours, but much of that time is AFK. I also never miss your Friday Facts; your approach to business, quality control, and audience engagement is exemplary. I've learned a lot from you, and for that, thank you! I have accumulated a number of suggestions that I would like to present.
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Additions for Artillery and Combat System:
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Issue 1: Artillery currently functions as an object deletion button. It’s fun, but it feels a bit clunky.
Solution 1: Implement a spread that depends on the firing range, which can be minimized through research.
Solution 2: Reduce artillery accuracy and introduce more precise long-range weaponry, such as vertical-launch missile systems that fire upwards and land on targets from above. This could add a nice visual and gameplay element.
Solution 3: Combine the previous points: artillery increases its accuracy with research, but only up to a certain limit, after which players can transition to missile weaponry, which would be more expensive but more effective and logically sound in terms of accuracy.
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Issue 2: The radar system feels outdated. They scan a square sector and lack practical application.
Solution: Radars could serve as targeting systems for long-range weapons that only shoot at open nests and worms. This would add more logic and interest. The value of radars has decreased due to the introduction of drones, and this could fix that. Additionally, the radar's scouting radius could be adjustable, especially for players who don’t want to open unnecessary chunks. The radar's detection area could also be made more circular rather than square. Furthermore, radars could transmit logical signals.
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Issue 3: In manual mode, artillery shoots at random targets within range rather than the nearest one.
Solution: Set a priority for the nearest artillery to fire.
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Issue 4: All turrets, except artillery, have priority selection and can shoot only at prioritized targets.
Solution: Add filters for stationary artillery turrets to determine which targets to shoot at. Sometimes, nests are not a problem, but it would be nice to eliminate worms.
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Issue 5: There’s no ballistic trajectory for artillery shells.
Solution: While I understand the challenges of implementing this, I’d like to point out that it looks unappealing in the game. I would suggest at least introducing a minimal arc to the trajectory and possibly reducing the artillery's firing range.
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Issue 6: Researches on firing range sometimes unlock options and sometimes close them, especially when players don’t want to open new chunks.
Solution 1: Eliminate giant firing ranges for artillery. I’ve rarely seen situations in the game where this was genuinely needed. A maximum range from research could be set at around 500-600 tiles, which should be sufficient.
Solution 2: Make the firing range adjustable.
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Issue 7: Opening chunks with shells seems illogical.
Solution: Abandon this mechanic in favor of improving radars or other scouting methods mentioned above.
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General Improvements:
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Issue 1: It’s impossible to adjust the number of closed slots in chests, which could enhance convenience.
Solution: Make this adjustable.
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Issue 2: Some gameplay mechanics have remained unchanged for years. I understand this might be a matter of habit, but I still suggest experimenting with basic game mechanics.
Solution: Expand the starting phase with more structures that run on solid fuel. Introduce solid fuel generators, solid fuel assemblers, and solid fuel laboratories. This wouldn’t disrupt the overall logic and would enhance the starting experience. A good example is the AAI Industries mod, although its balance may differ from the standard game.
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Issue 3:Concrete can be placed under resources. This is convenient but illogical and unappealing.
Solution: Prohibit placing concrete under resources.
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Issue 4: There are no electricity requirements for pumps and conveyors.
Solution: I know this has been discussed many times, but I see opportunities for elegant solutions. For instance, powering an entire conveyor from a single point. Expanding the game’s start with solid fuel elements, as I mentioned above, could address this gameplay issue.
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Issue 5: The game has added many icons, which is great, but more could be included.
Solution: Add more signs for marking railway junctions and loading/unloading points.
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Issue 6: I see another way to load items into machines and trains using loaders—this is a great idea. I really like how pumps connect to trains.
Solution: Introduce single-tile loaders into the game. A successful example of this, in terms of balance and meaning, is already presented in the AAI Loaders mod.
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Issue 7: The sandbox mode is not convenient for quickly creating and modifying designs. Personally, I endlessly reload the game, including various mods like Creative mode. However, functional improvements are clearly needed.
Solution: Implement instant building and removal of blueprints in sandbox mode. Add infinite chests with items and endless power sources. Also, allow players to keep researched chunks open, etc. This could significantly enhance quality of life (QOL).
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Issue 8: There’s no way to manage the list of manual crafts.
Solution: Add the ability to drag items in the crafting list.
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Issue 9: Currently, sorting items on a single conveyor can only be done with a splitter, which takes up a lot of space.
Solution: Add a conveyor item sorter that occupies just one tile and sorts items on both sides.
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Issue 10: There’s no quick request function for missing items from the logistic system.
Solution 1: Implement a toggleable interface function that allows players to request an item from the logistic system by clicking its icon in the crafting window.
Solution 2: Implement a toggleable interface function that allows requesting parts of an item for manual crafting from the logistic system.
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Issue 11: Restarting the game multiple times becomes tedious due to the need to place everything manually.
Solution: Add a toggleable function, such as "New Game+", after completing the game at least once, allowing for automatic ghost construction under the cursor or nearby. To avoid ruining first impressions, this feature could be made available only after completing the game once.
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Manipulator Improvements:
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Issue 1: There are no side manipulators.
Solution: I understand why you designed it this way for gameplay, balance, and player habits. However, it could be changed. For example, adding side manipulators that are slower could prevent early-game advantages and maintain balance. This could open up many new possibilities and designs!
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Issue 2: There’s no option to set which side a manipulator should place an item on.
Solution: Add this option, at least as a research feature in later game stages. This would allow players to solve tasks as they wish in the beginning and then have full freedom of action.
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Issue 3: There’s a lack of variety in manipulators.
Solution: Add a bidirectional manipulator that can both load and unload simultaneously or significantly speed up only one of those actions, as it would only require a 180-degree turn. The animation for such a manipulator could look very cool and technological.
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Thank you for your attention and for the work you do!
Enhancing Gameplay: Suggestions for Artillery, Combat, and Quality of Life Improvements
Moderator: ickputzdirwech
Enhancing Gameplay: Suggestions for Artillery, Combat, and Quality of Life Improvements
I've played this for over 10,000 hours. You could say it was made for me. Let every one of my posts be accompanied by gratitude for having it! 

Re: Enhancing Gameplay: Suggestions for Artillery, Combat, and Quality of Life Improvements
It's going to be impossible to discuss all these things in a single thread.
Re: Enhancing Gameplay: Suggestions for Artillery, Combat, and Quality of Life Improvements
How should I proceed? Should I break everything down into many smaller topics?Tinyboss wrote: Mon Dec 09, 2024 3:45 pm It's going to be impossible to discuss all these things in a single thread.
Or should I wait for the moderator to see what they say?
I've played this for over 10,000 hours. You could say it was made for me. Let every one of my posts be accompanied by gratitude for having it! 

Re: Enhancing Gameplay: Suggestions for Artillery, Combat, and Quality of Life Improvements
Your call. But I'll point out that there are subforums for things that have been implemented, things that won't be implemented, things that will be, suggestions that are very common, etc. Topics are moved around as a way of tracking and organizing them. So you can see how two or (many) more suggestions in a single topic can make that hard.
Re: Enhancing Gameplay: Suggestions for Artillery, Combat, and Quality of Life Improvements
As you were told, the experience has shown that more than one suggestion per thread is impractical. I suggest you use the template described here : 47316, and split your mega post into individual atomic suggestions.
Koub - Please consider English is not my native language.
Re: Enhancing Gameplay: Suggestions for Artillery, Combat, and Quality of Life Improvements
Alright. Thanks for patiently explaining, I'll rewrite all this into separate topics later.
I've played this for over 10,000 hours. You could say it was made for me. Let every one of my posts be accompanied by gratitude for having it! 
