YanX wrote: Fri Feb 18, 2022 11:17 am
So exciting, can't sleep anymore.
What I imagine :
• Sky / Underground / Water
management
•
Critters natives from those 3 environments
•
Vehicles for those 3 environments
• Animal / Cybernetics
mounts
• New measures against
pollution
• Rust, erosion and
machine lifetime
• Interaction with other
intelligent entities
• New materials / minerals
What else guys ?
Let's play Factorio for a new decade !
some of them look nice but also some of them do not fit an expansion, a DLC. we buyers should be interested in those "content" that the expansion shall give to us and content in no other way possible to obtain without buying the expansion. if so then we should separate a few things about our expectations I guess.
I think there is a difference in what we can expect from Expansion or from 1.12
if mods can do what is listed then it is most probably just 1.12 content. if new mechanics are needed then I would put them in Expansion.
- vehicles for example are just content, not requiring new mechanics most probably. depends of course
- Rust, erosion, machine lifetime can be just content but requires new mechanics for sure to make things easier. maybe mods exist about these already and simple recipe changes can do wonders.
- New materials and minerals are simple, there are tons of mods for that and such a feature is not enough for another 30$ or paying for expansion.
I do not think expansion shall just introduce more complexity and problems, considering the direction devs took along the way after 0.17. I believe there shall be solutions that people shall wish for, or alternates for existing problems.
- new worlds or dimensions (as some mods introduced) is a nice feature for expansion.
- interaction with other entities is also nice.
- new multiplayer modes perhaps. not sure if exists but trading? PvP and so on. (I am sorry, I am really blind on what already exists)
- Some alternates for existing problems such as train tunnels, different vehicle dynamics (similar to AAI vehicles) or new logistic methods (surprise us please).
- I always thought nature can be part of expansion, like wind (hurricanes, lightning, asteroids), sea/water (waves), earth (earthquakes) related things but these are ll problems, and do not bring any solution to make expansion interesting.
- slowly going towards a little Satisfactory like, 3rd axis (elevation or deep mines/tunnels)
- New interaction with nature obstacles like swimming, flying would be nice, and of course vehicles for them but not sure if these would end up only at expansion, maybe 1.12
- super high tech mechanics like invisibility stuff, teleportation of short distances, temporary created invisible (or visible) walls for protection/offense
- some mysterious map elements for new game modes. resources should not be the only thing Player shall explore the world
- the world nature interaction can be increased but I am not sure how to make it interesting for a new expansion.
- the new jelly (not sure if it has a name defined) hints there shall be more enemies interacting with various surface entities (swimming or flying? still not sure)
- game scenarios with more story perhaps, adventure of an engineer on a planet. similar to Warcraft3 story mode.
- real pets that shall follow Player and help, maybe early game like spidertrons. Player can put ten fish in a bucket and with some magic the biter becomes a pet

Player can interact with them and they become some helper for Player, similar to spidertrons but more dynamic manner, unlike a controlled way
- new enemy type, not sure if it would fit into the game, like a new race.
- trading for something, not only for good but tech perhaps.
- I cannot describe it and I have no idea how to implement it but maybe instead of tech researching, there can be a special way of tech advancing, like exploration. instead of researching for one tech to another maybe player would find laboratories on map to advance in tech, similar to that. the current game (with default settings) kind of wants you to be defensive and focus on sending a rocket by being defensive on map, not disturbing locals and so on, of course you can go crazy aggressive. but maybe there is "another" way, by exploration, not science research, maybe map research or trade. for example tech research is just a radar scan and it finds a "thing" on map, like a treasure, hidden mystery, blueprint, a never-seen tech thing etc. and then Player has to dig that thing up to advance, and of course maybe the "thing" is deep in biter zone so military is kind of forced (most players disable biters I guess). it shall introduce the dynamic approach in game instead of linear tech>>tech>>tech pattern.
anyway, more ideas for sure but I am sure devs can surprise us with good content.