Reverse like teritory (all on one planet but with DLC stuff)

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Green Cat
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Reverse like teritory (all on one planet but with DLC stuff)

Post by Green Cat »

The ideea is a survival type, this is also the reason why everything on one planet, aka you can NOT escape, there is no real "win" (or maybe add factorio, non dlc/expansion, escape via rocket), all you can do is try to survive. And having the ideea of space, go to space, explore planets, colonise, and such, just adds to many theames, ruining the pressure and intensity (imagen watching a horror movie that has comedy... yeah... it's not a horror movie anymore, at least it's a Scary movie.... if you get what I just did)

Ideea, the demolisher teritory are in some areas, and thoes are safe zones.

Due to factorio being about automation, train tracks won't be attack, even if enemy is chasing train or if tracks are next to a destroyed building. However they are not imune and if an enemy wants to expand and the train tracks are in the way, it will be destroyed because the ideea of my suggestion is that migration to be redone.

Migration, insted of closing in on the player, the migration will just randomly move. And if the new destination happens to be occupied by the player, the enemies will attack to conquer that area. This means even safe areas will become unsafe, and you'll need to abandom mining post and such (and this is why I said about train tracks, they will be destroyed because they are in the way, because insted of player building to prevent building of new nest, it will insted be destroyed).

Due to this issue, cliffs, water, and similar might need to be disabeled unless someone can overcome this tehnical issue.

Regarding what i mean with enemies: i mean all of them, including demolisher and gleba, as well as the thunders from Fulgora. If anything, the tunder from fulgora might be the reason some areas are "safe". Aka you build the lighthing rods = you are safe. But the enemy is not (including demolishers who don't have to much of a weakness agains electrity). And of course, this does mean when the thunders are "migrating", you will know that so will the enemies.#

Regarding resouces. This is a tricky one since no one likes moving miniers and such. Heck, if anything, this will ruin the ideea of survival and automation. As such, i suggest that miners and belts are actually not targeted as wierd as it sound. Aka just the power poles or similar, as in, they can't work, but you don't need to do "chore" like "gameplay" (as if you can call this playing....). And this is very important because to indirectly force people to do many small outpost, the size of reach patch to be reduced but high richness. Meaning you really are protecting a small area, it's not even worth construction a large one, but it will be there for longer, and moduels that speed up will be very important, and for that you'll need a lot of electricity, and how will you get it?. This is what i mean, the gameplay to be a survaval one, meaning you don't need to reconstruct and reconstruct, once it's enough, and if losed, you need to reclaim it, exactly how many horror games work, aka, you go to different abandoned, if not, enemy/monster, man made structures, to get resources and such, sometimes things are still working.

Optional: miners and tracks are invulnarable to ease programing related issues.

Due to the randomness, you will have no ideea what resource will be easily accesable. But that's exactly the ideea. To force you to create small mining outpost that you need to protect (tower defence style). And due to enemy resitance, the weapons needs to be constantly changed (btw, did you ever noticed that the Gleba enemies don't have fire resistance?). Especially if it's in a demolisher's teritory.

The reverse teritory ideea: Aside from the train tracks, enemies will attack you. Pollution and such might add extra elements, but the ideea is that the reverse teritory, i mean, that if you LEAVE the teritory, you trigger demolishers to attack your building that are outsite of such safe areas. Meaning not just some enemies, but all of them. Including bitters, demolishers, and gleba.... so in a sense like how fulgora is, but enemies insted of thunder, and you still can build everywhere, you just need to have enough firepower.

To prevent expansion: Quality is affected by resource. Thing it like a dynamic evolution. 1st of all, Quality for enemies. Secondly, insted of just evolving, also de evolve depending on how much resources are avalable to mine. Meaning an area with no resources will have 100% normal enemies. This means you could have a safe area if you emptied an area long enough (aka you can finally expande your base). However, you can't just go, let's say north, for who knows how long, and just place a train tracks there. Because where you will be, depending on how much resource there is, the enemies (due to quality) will also be way stronger. Did you used map maker to see a legendary large demolisher? good luck.

This also means that you will need to extra thing how to manage resources because if you just mine some of them, and there are a lot of others left, this will make the enemies stronger. So you will need to empty it to reduce the enemy stregth. Also, just like how you want resources, so will the nemies, so they will target such areas = you will be attacked, competing. After all, you won't be able to take your time. You will need to expande for new resources. And for that you need resources to construct more weapons, after all, the lasers won't work to well against gleba enemies and fire is not good against demolishers. So you can't stay put. Plus, if you do exmpty, said areas become more safe, meaning there is less attacks on them (like no demolisher to start), meaning you can finally build and automatise stuff. This is why I said no space or other planets, to avoid a situation where the survival turns into a just tower defence. Without any space ship/platform or other planet, you will need to create safe areas on this planet and can't just "leave" and come back when you are ready.

While i don't know if this is possible or to much, what if pollution will also trigger demolisher attacks? Because as a resource income you can plant gleba tress, but, if the pollution (spore) they produce, can trigger a demolisher, well, that plantation won't stant for long, yet it might last enough to get you enough resources.

Also, on the ideea that enemies want resources, as long as an area still has resources, even if you kill the demolisher, a new one will pop up (i wonder if someone can create an animation where a demolisher digs from underground until it gets on the surface. And reverse, an empty resouce area, will make demolishers leave, this is why i said that such areas will be more safe.

And of course, if somehow someone can program the ai to not have issues due to terrain (duering migration or attacks and such), then we also will need to take in account water (as a barrier), lava, amoniac, oil oceans, and in some areas, frost.
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