Friday Facts #73 - Minds versus bytes.
Re: Friday Facts #73 Minds versus bytes.
What im realy wondering is, and i mean this realy is bugging my mind. I am preparing a plannet to be lived on, building defence outposts for mining minerals to build a space ship. But im missing any preparement to house those poeple that will come on the planet, and ways for giving them food and alike.
I could see a future goal in this game to build up towns behind your secure outposts where you start of with survivors from the space ship landing that slowly produce more citizen. You build more houses, supply them water, power, create some kind of food farms, maybe even build an infrastructure of roads and they even drive cars lolol. Gosh it start sounding like a simcity on a allien planet with war and resource managememt xD.
But yea a big plannet where you only mine resources defending nothing but structures is fun for a while, but in the long run i could see some goals like look i have a population of 10.000 poeple on my world already! Also citizen should create big polution to trigger allot of allien attacks. It would realy make me feel like defending somth very important.
Also i'd love to see some development over the sea, like oil platforms, big sea monsters, boats, building bridges, making a sea platform where you could build on. Imagine you could automate hunting fish on those sea platforms for your citizen
Well enuf idea's i brought in for today
I could see a future goal in this game to build up towns behind your secure outposts where you start of with survivors from the space ship landing that slowly produce more citizen. You build more houses, supply them water, power, create some kind of food farms, maybe even build an infrastructure of roads and they even drive cars lolol. Gosh it start sounding like a simcity on a allien planet with war and resource managememt xD.
But yea a big plannet where you only mine resources defending nothing but structures is fun for a while, but in the long run i could see some goals like look i have a population of 10.000 poeple on my world already! Also citizen should create big polution to trigger allot of allien attacks. It would realy make me feel like defending somth very important.
Also i'd love to see some development over the sea, like oil platforms, big sea monsters, boats, building bridges, making a sea platform where you could build on. Imagine you could automate hunting fish on those sea platforms for your citizen
Well enuf idea's i brought in for today
Re: Friday Facts #73 Minds versus bytes.
The rocket really looks cool, can't wait till version 12 comes out! keep up the good work
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Re: Friday Facts #73 Minds versus bytes.
This sounds absolutely amazing. I love the spacerun-like idea!
Re: Friday Facts #73 Minds versus bytes.
I have mixed feelings about the space part. I think I would like more if you just launched a spaceship which will, after some time, bring colonists and additional technology. Then you would have to not only sustain your factory but use it to help you build a colony, using the new technology brought by the returning spaceship. It could maybe discover a new mineral to make the game even more interesting and to give more things to manage. This is just an idea tho. I will wait what the endgame is going to become and then I will express my opinion.
Re: Friday Facts #73 Minds versus bytes.
Well, the whole thing about the endgame is pretty controversial. In my opinion, making the whole relationship with the natives should have priority, but that's only my opinion. I like the whole thing with trading, negotiating and trying to be peaceful with the aliens.
Re: Friday Facts #73 Minds versus bytes.
This is precisely what it's going to be likemiila_cz wrote:I have mixed feelings about the space part. I think I would like more if you just launched a spaceship which will, after some time, bring colonists and additional technology.
Re: Friday Facts #73 Minds versus bytes.
Preparing for the colonist might be interesting, but we need to do one thing at a time, and this might be so complex, that it sounds more like expansion/Factorio 2 plans
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Re: Friday Facts #73 Minds versus bytes.
I think one thing you need to make sure of, and some others have said it, it to change the game play part way threw. I think that's actually a problem with I think it's the 3rd scenario where you're getting the computer data core. The game is about automation and that's not at all what that mission is about.
Whatever the end game goal is, I think it needs to be the same as the rest of the game but maybe just with an added element.
What if you're sent to the planet because a signal of some sort is detected. And threw some exploring with fancy equipment you find where the site is and discover you need to bring in some specialists to research it. So you have to work on getting them there and in their research they find they need certain things to complete their research. When it's done they discover plans to some kind of ancient tech that you now need to build. Like maybe a star gate, or wormhole generator, in space or something. Which you need to build on your end.
I'm thinking of some sort of adaptation of the Hub quest in X3 Terran Conflict.
Whatever the end game goal is, I think it needs to be the same as the rest of the game but maybe just with an added element.
What if you're sent to the planet because a signal of some sort is detected. And threw some exploring with fancy equipment you find where the site is and discover you need to bring in some specialists to research it. So you have to work on getting them there and in their research they find they need certain things to complete their research. When it's done they discover plans to some kind of ancient tech that you now need to build. Like maybe a star gate, or wormhole generator, in space or something. Which you need to build on your end.
I'm thinking of some sort of adaptation of the Hub quest in X3 Terran Conflict.
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Re: Friday Facts #73 Minds versus bytes.
i wonder if they will still add oil power generators and/or oil-tanker rail-transport? .. i dont think liquid power has even been done in a mod.. might also be nice to have wind gens (vairable power).. but i spose mods could do all that..
Re: Friday Facts #73 Minds versus bytes.
I just want to say, that I trust the devs enough, to make a logical and cool end-game. The borders are clear and if the colonists will be brought or arrive by themself, if the parts of the rockets are build on the planet or in space and hundreds more such questions... there will be not much difference gameplay-wise, so I just say: make it, but keep me informed.
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Re: Friday Facts #73 Minds versus bytes.
My thoughts:
I was in love with the wealth idea. You land on an alien world to mine, pollute, and build to sell off to make you dirty filthy stinking rich.
(a little role playing here )
This space game part is different. You struggle to survive only so you can struggle to save people who've been taking a nap while you fight for your life. Wait what? I signed up for gluttonous greedy automated factory empire. I better be rescuing some serious hardware, I'm down here waging war with a hostile alien species and we have to go rescue some a lost ship? They should be rescuing me. I'll pass.
Now, if you really want to do space, I want to see some realistic ship designs for an industrial network. We belts, we got trains, we got bots, and then we get ships. Ships should not be a focus of the game, they should be a means to a player created end. My thoughts were two fold: other planets and galactic trade.
Once you get a ship into space, you can build stations and travel to other worlds. The other worlds would have trade markets that would all vary in supply & demand models over time. While expanding your own factory, you can manage a marketplace for your goods and accept contracts for huge supply lists. Be careful to only accept contracts for things you can make on the deadlines or face stiff penalties. Building a station would make it so you can build bigger ships in space and have to meet huge supply targets. It could takes weeks ( 7 day/night cycles or longer) to build the biggest ships for the decent factories expanding to meet the demand. You could also buy the supplies off the market for ships if you don't want to build some of the parts or want to speed up construction by not waiting for stuff to be mined & made yourself.
Rescue missions could be done via this system as well, but I envision it as more a control panel and less building a factory as a ship. Especially considering the art for the crashed ship in the campaign. After seeing that, I don't want some blocky contraption I've had to make do with.
I was in love with the wealth idea. You land on an alien world to mine, pollute, and build to sell off to make you dirty filthy stinking rich.
(a little role playing here )
This space game part is different. You struggle to survive only so you can struggle to save people who've been taking a nap while you fight for your life. Wait what? I signed up for gluttonous greedy automated factory empire. I better be rescuing some serious hardware, I'm down here waging war with a hostile alien species and we have to go rescue some a lost ship? They should be rescuing me. I'll pass.
Now, if you really want to do space, I want to see some realistic ship designs for an industrial network. We belts, we got trains, we got bots, and then we get ships. Ships should not be a focus of the game, they should be a means to a player created end. My thoughts were two fold: other planets and galactic trade.
Once you get a ship into space, you can build stations and travel to other worlds. The other worlds would have trade markets that would all vary in supply & demand models over time. While expanding your own factory, you can manage a marketplace for your goods and accept contracts for huge supply lists. Be careful to only accept contracts for things you can make on the deadlines or face stiff penalties. Building a station would make it so you can build bigger ships in space and have to meet huge supply targets. It could takes weeks ( 7 day/night cycles or longer) to build the biggest ships for the decent factories expanding to meet the demand. You could also buy the supplies off the market for ships if you don't want to build some of the parts or want to speed up construction by not waiting for stuff to be mined & made yourself.
Rescue missions could be done via this system as well, but I envision it as more a control panel and less building a factory as a ship. Especially considering the art for the crashed ship in the campaign. After seeing that, I don't want some blocky contraption I've had to make do with.
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Re: Friday Facts #73 Minds versus bytes.
@vampiricdust: That is by far the best suggestion I've heard
Re: Friday Facts #73 Minds versus bytes.
I fully agree with vampiricdust. Factorio would be kinda ruined for me, if the final goal of my epic factory would be... to become a taxi driver. Not even that! I don't even get to drive the ship after all the hard work!
Factorio is a sandbox game. I feel that what you devs are tring to do here is to artifically create a final goal. I'd much prefer not to have one forced on me. Instead there should be plenty of options.
Factorio is a sandbox game. I feel that what you devs are tring to do here is to artifically create a final goal. I'd much prefer not to have one forced on me. Instead there should be plenty of options.
Re: Friday Facts #73 Minds versus bytes.
People should accept that Factorio is not finished. There's no clear line of what "fits" Factorio because Factorio isn't even finished. Yeah, some ideas fit better than others, but it's an alpha, so everything can still change.
Re: Friday Facts #73 Minds versus bytes.
There's nothing wrong with it. We're just not seeing it from all angles, and to me it looks like one large, primary motor with three smaller vernier motors. The third just isn't visible from our view.topforce wrote:Rocket overall looks cool but the engine placement seems off. There can be one large engine bellow center of mass or 3 similar sized rocket engines. Even if the smaller ones are meant to be for flight control I would expect them to be opposite of each other or more of them.
Also, after some thought, I like the idea of sending out automated ships, as long as we can also automate the full assembly of these ships, and to have them tasked with "resource gathering" rather than "rescue" necessarily. It would be nice if the more advanced ships need space based resources to build.
And if you can start building colonies with these colonists that you then need to supply, I will be very happy indeed.
Re: Friday Facts #73 Minds versus bytes.
But it is finished enough to tell what fits and what doesn't.Nova wrote:People should accept that Factorio is not finished. There's no clear line of what "fits" Factorio because Factorio isn't even finished. Yeah, some ideas fit better than others, but it's an alpha, so everything can still change.
People are expressing their opinions and devs are listening precisely because everything is in alpha and subject to change. Nobody is saying "crap devs wtf are you doing, you ruined the game forever right there and there's no way of undoing it," it's more of a "yeah this is not the correct approach methinks, might want to change that while you can"
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Re: Friday Facts #73 Minds versus bytes.
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Re: Friday Facts #73 Minds versus bytes.
I mean no insult to the devs, they've made a game that only in alpha is by far my favorite game of all time. I'll playing this game for the rest of my life and I'm willing to devote my own personal time & energy into sharing that passion with others so maybe they can find some love for it as well. Whatever they do with endgame, I'm not going anywhere.
Space to me meant building massive freighters to ship millions of units of raw resources, intermediate goods, and final products. Going the route originally said fits solidly with the game I experienced. Even the campaign so far felt less like rescuing anyone and more like you were being rescued only to denied salvation.
I'd be happy with building a factory as a space station, but I think building ships like we space run, while interesting, a bit beyond the scope of the game. Managing a space port would be far more interesting to me considering the logistics of not only automating loading & unloading, but adapting to market demands and the one time supply contracts would keep the game centered around the factory you spent a long time building. It would keep it relevant and inspire new designs of controlled production.
Space to me meant building massive freighters to ship millions of units of raw resources, intermediate goods, and final products. Going the route originally said fits solidly with the game I experienced. Even the campaign so far felt less like rescuing anyone and more like you were being rescued only to denied salvation.
I'd be happy with building a factory as a space station, but I think building ships like we space run, while interesting, a bit beyond the scope of the game. Managing a space port would be far more interesting to me considering the logistics of not only automating loading & unloading, but adapting to market demands and the one time supply contracts would keep the game centered around the factory you spent a long time building. It would keep it relevant and inspire new designs of controlled production.
Re: Friday Facts #73 Minds versus bytes.
Factorio is a "Game Framework".Nova wrote:People should accept that Factorio is not finished. There's no clear line of what "fits" Factorio because Factorio isn't even finished. Yeah, some ideas fit better than others, but it's an alpha, so everything can still change.
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Re: Friday Facts #73 Minds versus bytes.
I have no idea what that sentence shall mean.