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Re: Well, Fulgora sucks [Spoilers]

Posted: Sun Nov 24, 2024 8:32 pm
by MisterDoctor
I had an idea...

there is a LOT wrong with Fulgora... <emotional tirade voluntarily elided>

but anyway in going over the problems for the bazzilionth time I thought of one thing that could maybe improve it (not everyone will agree I am sure): play without lightning rods! (at least at first)

the lightning is not actually all that dangerous. it does 100 AOE damage if it happens to hit something. the player is basically immune since they can have 100s of regenerating shield HP and 100s of regenerating health. vehicles have 100s or 1000s of health so are in zero danger also. and then even that tiny bit of danger is removed completely by lightning rods. (as an aside... maybe the damage should be variable? maybe you should be worried about "the big one" hitting you eventually, something like that. you need to actually be afraid if you go adventuring too far kind of thing.)

but if you did NOT have lightning rods... all of a sudden you need to repair things, all of a sudden you WANT and NEED repair packs, and you very much want construction bot coverage. also the "danger" scales with the size of your base as well. the more you build, the more bothersome the lightning strikes get. and then you also see the tech that gives you lightning rods and WANT it. (if it needs to be said, making the player WANT things is good.) so the effort of protecting a larger base scales up, as it should.

this is not perfect and does not fix most of the problems but it is one small improvement. in fact I suspect this maybe could have even been intended at some point but they couldn't balance it or something and were too worried about stranding a new player there that couldn't cope. (hence the "free" Fulgoran lightning rods you get when you first land for example.)

further thoughts are:
- lightning should probably (for some reason) scale with the evolution factor. (something that we do should probably contribute too, like running EM buildings or something.)
- that is mostly if there are no other enemies; I think I might prefer actual enemies, since we also need a reason to have electric weapons, but if the lightning was the "enemy" that might be ok too. if there was an actual enemy, it should probably have something to do with the lightning. the enemies could be spawned by the lightning strikes or they could interfere with your lightning rods when you do get them, or their presence could draw more and bigger lightning strikes, that kind of thing.
- when you DO research lightning rods, they should be expensive (ie: they should require holmium ore products). it should be a challenge to get your whole base covered with them. and ideally they should not be quite 100% effective, somehow. not entirely sure how that should work.
- I am not thinking about the electricity part of lightning so far, but that's because I don't find that very interesting. if we still need that free electricity, then perhaps the first lightning rod tech could not prevent most damage, but still gives you electricity. so instead of no rods, we have 25% effective rods or something. not sure.

anyway, I suppose the fundamental point becomes: lightning rods are OP and should be (significantly) nerfed.

Re: Well, Fulgora sucks [Spoilers]

Posted: Sun Nov 24, 2024 9:22 pm
by J-H
WOOL wrote: Sun Nov 17, 2024 9:57 am
If you are already on Fulgora use the Electromagnetic Plant as you get 50% productivity bonus making the accumulators
D'oh! Why didn't I think of that?

Re: Well, Fulgora sucks [Spoilers]

Posted: Mon Nov 25, 2024 12:09 am
by BraveCaperCat
MisterDoctor wrote: Sun Nov 24, 2024 8:32 pm I had an idea...

there is a LOT wrong with Fulgora, IMO it is a travesty to the game. this is a mostly great game, but Fulgora is an embarrassment and should not have been released in this state. I lose some but not all respect for Wube over this, but I guess they got burned out or something and had to release before things were really finished.

but anyway in going over the problems for the bazzilionth time I thought of one thing that could maybe improve it (not everyone will agree I am sure): play without lightning rods! (at least at first)

the lightning is not actually all that dangerous. it does 100 AOE damage if it happens to hit something. the player is basically immune since they can have 100s of regenerating shield HP and 100s of regenerating health. vehicles have 100s or 1000s of health so are in zero danger also. and then even that tiny bit of danger is removed completely by lightning rods. (as an aside... maybe the damage should be variable? maybe you should be worried about "the big one" hitting you eventually, something like that. you need to actually be afraid if you go adventuring too far kind of thing.)

but if you did NOT have lightning rods... all of a sudden you need to repair things, all of a sudden you WANT and NEED repair packs, and you very much want construction bot coverage. also the "danger" scales with the size of your base as well. the more you build, the more bothersome the lightning strikes get. and then you also see the tech that gives you lightning rods and WANT it. (if it needs to be said, making the player WANT things is good.) so the effort of protecting a larger base scales up, as it should.

this is not perfect and does not fix most of the problems but it is one small improvement. in fact I suspect this maybe could have even been intended at some point but they couldn't balance it or something and were too worried about stranding a new player there that couldn't cope. (hence the "free" Fulgoran lightning rods you get when you first land for example.)

further thoughts are:
- lightning should probably (for some reason) scale with the evolution factor. (something that we do should probably contribute too, like running EM buildings or something.)
- that is mostly if there are no other enemies; I think I might prefer actual enemies, since we also need a reason to have electric weapons, but if the lightning was the "enemy" that might be ok too. if there was an actual enemy, it should probably have something to do with the lightning. the enemies could be spawned by the lightning strikes or they could interfere with your lightning rods when you do get them, or their presence could draw more and bigger lightning strikes, that kind of thing.
- when you DO research lightning rods, they should be expensive (ie: they should require holmium ore products). it should be a challenge to get your whole base covered with them. and ideally they should not be quite 100% effective, somehow. not entirely sure how that should work.
- I am not thinking about the electricity part of lightning so far, but that's because I don't find that very interesting. if we still need that free electricity, then perhaps the first lightning rod tech could not prevent most damage, but still gives you electricity. so instead of no rods, we have 25% effective rods or something. not sure.

anyway, I suppose the fundamental point becomes: lightning rods are OP and should be (significantly) nerfed.
Idea to balance this suggestion:
- Fulgoran lightning rods are really rare, and appear at exactly once near the landing zone (where cargo pods land when there's no landing pad)
- Lightning rod recipe is locked behind an Electromagnetic Science Pack technology instead of the Planet Discovery: Fulgora technology.
- Lightning is stronger and it's damage is more variable. This does re-buff the lightning rods slightly, due to the power production by lightning rods.

Re: Well, Fulgora sucks [Spoilers]

Posted: Mon Nov 25, 2024 10:58 am
by BlueTemplar
This sounds like a great idea :D ... for an achievement / harder game mode.
MisterDoctor wrote:there is a LOT wrong with Fulgora, IMO it is a travesty to the game. this is a mostly great game, but Fulgora is an embarrassment and should not have been released in this state. I lose some but not all respect for Wube over this, but I guess they got burned out or something and had to release before things were really finished.
Unless you ever released a game yourself... maybe tone it down ?

Also, if you haven't read it yet :
https://factorio.com/blog/post/fff-417

Re: Well, Fulgora sucks [Spoilers]

Posted: Tue Nov 26, 2024 1:16 am
by MisterDoctor
I don't want to derail this with petty argument

the point is that it's one small thing that could improve the experience. improving the experience and the game is the point.

the ultimate point was: the rods are OP and should be nerfed, somehow (whether officially or mod or self-imposed). the fine-tuning is the hard part. I would have to actually test playing without them to see if it's still too easy or too hard. (the lightning warning icon would probably be very annoying at the moment.)

along with this, heavy oil and scrap should probably be reduced. heavy oil should come from geysers if possible and not be literally everywhere with infinite quantity and throughput everywhere (oil is easier to get on Fulgora than water on Nauvis...). this adds back some logistics that are otherwise missing.

and then scrap... that needs more work and should be split into many more recipes and sources, and not be so plentiful. but that is not a quick fix.

and then the map generator... I don't know if that even can be fixed with a mod so we may need to hope Wube cares enough to improve that. (actually the map generator might not be as bad as I thought; maybe I had a bad seed before not sure. it's still maybe a bit too polka-dot on default, but you can get some more interesting shapes at the slider extremes.)

Re: Well, Fulgora sucks [Spoilers]

Posted: Tue Nov 26, 2024 12:53 pm
by BlueTemplar
For experienced players, mostly yes to most of these, but Wube also has to balance it for new players.
(Well, as 'new' as you can be while managing to get to Fulgora in the first place : most players won't.)
and then scrap... that needs more work and should be split into many more recipes and sources, and not be so plentiful. but that is not a quick fix.
«not be so plentiful» is a quick fix.
Otherwise, I just realized : there are a lot of similarities between Fulgora and dangOreus :
Image
Could try replacing scrap by mixed item 'ores' ?
(You would lose on the feature «recyclers are a bottleneck you must go through for everything but electricity and heavy oil, with an additional opportunity for quality upgrade» though.)

Re: Well, Fulgora sucks [Spoilers]

Posted: Tue Nov 26, 2024 1:57 pm
by BraveCaperCat
BlueTemplar wrote: Tue Nov 26, 2024 12:53 pm For experienced players, mostly yes to most of these, but Wube also has to balance it for new players.
(Well, as 'new' as you can be while managing to get to Fulgora in the first place : most players won't.)
and then scrap... that needs more work and should be split into many more recipes and sources, and not be so plentiful. but that is not a quick fix.
«not be so plentiful» is a quick fix.
Otherwise, I just realized : there are a lot of similarities between Fulgora and dangOreus :
Image
Could try replacing scrap by mixed item 'ores' ?
(You would lose on the feature «recyclers are a bottleneck you must go through for everything but electricity and heavy oil, with an additional opportunity for quality upgrade» though.)
Or, you could have multiple different scraps which each recycle into a few different things - you might have raw scrap which scraps into basic intermediates like iron plates, copper wire, stone, etc. You might have electronics scrap which recycles into copper wire, electronic circuits, advanced electronic circuits, processing units, etc. Each of these different scrap types would all also recycle into holmium, likely with the same probability as in the current version.

Also this specific topic of how the originally posted issue could be fixed should go in Balancing.

Well, Fulgora and Gleba and Vulcanus sucks. [Spoilers] or lack thereof

Posted: Tue Nov 26, 2024 10:00 pm
by BraveCaperCat
Well, Gleba also sucks. [Spoilers] or lack thereof.
But in the opposite way to Fulgora - I mean, Fulgora has not enough challenge and Gleba has too much challenge. Then there's Vulcanus which is straight-up boring. Aquilo though... Well that's a hard one - since I've never been there. If I had to say based just on the content the developers released in the FFFs, I'd say it's a complete balance between Fulgora and Gleba. Gleba has too much enemy and Fulgora has too little. Aquilo has just enough. Fulgora has too much resources, Gleba (and Vulcanus) has too little. Aquilo has just enough.

Re: Well, Fulgora sucks [Spoilers]

Posted: Thu Nov 28, 2024 8:57 am
by mergele
Scrap being an everything mix is like three quarters the point of Fulgora. If your gonna seperate it out straight up making it worse and more boring.
I don't think enemies are necessary. We got biters on nauvis, worms on vulcanus and pentapods on gleba, its fine to have some peacful places.
I do agree that lightning rods could be made a bit more expensive, but since they are needed to get anything going in the first place not sure how much.

Re: Well, Fulgora sucks [Spoilers]

Posted: Thu Nov 28, 2024 12:08 pm
by BlueTemplar
They could be made significantly more expensive / harder to get if you could claim/use (but probably not move) the pre-existing Fulgoran lightning attractors for this ?

Re: Well, Fulgora and Gleba and Vulcanus sucks. [Spoilers] or lack thereof

Posted: Thu Nov 28, 2024 1:17 pm
by J-H
BraveCaperCat wrote: Tue Nov 26, 2024 10:00 pm Well, Gleba also sucks. [Spoilers] or lack thereof.
But in the opposite way to Fulgora - I mean, Fulgora has not enough challenge and Gleba has too much challenge. Then there's Vulcanus which is straight-up boring. Aquilo though... Well that's a hard one - since I've never been there. If I had to say based just on the content the developers released in the FFFs, I'd say it's a complete balance between Fulgora and Gleba. Gleba has too much enemy and Fulgora has too little. Aquilo has just enough. Fulgora has too much resources, Gleba (and Vulcanus) has too little. Aquilo has just enough.
Having recently gotten Gleba to a place where I'm happy with my base (producing more science than I will likely need), I'd say the enemy levels aren't too high. I've had my farms attacked only two or three times, and a couple of artillery pieces are currently enough to keep the enemy bases from getting within the spore cloud. Its challenges are ore production through a kovarex-like process, spoilage, and scaling up throughput while feeding nutrients.

Vulcanus was the most fun because it was a unique base-building experience without being too difficult. I would gladly do more Vulcanus, but it lacks a requirement to expand beyond acquiring Tungsten. Its challenges are mostly related to base layout and doing without some resources, while having too many of others.

Fulgora's challenge is about inventory management and optimization, including reverse supply chain of cracking blue and red circuits into components. How good are you with belts? It's a different challenge than the other two.

With three different planets so far, I think everyone's going to have a favorite or least favorite.

As for Aquilo - I tried going there last night and failed. I suppose I'll have to build some missile turrets.

Re: Well, Fulgora sucks [Spoilers]

Posted: Fri Nov 29, 2024 2:40 pm
by Clair
If Fulgora had to change at all, (I think it's perfect)...

I'd have logistics robots turn into a threat if they wonder outside of the lightning rod coverage and get struck by lightning. They'd crash into the nearest building once, and deal damage similar to a tesla round, chaining to nearby buildings.

And maybe the lightning coverage of a rod could disappear when a rod is struck, returning only when the energy it gained is consumed somewhere. So accumulators have to be wired in a specific way, and discourage just putting as many lightning rods as possible down.

Re: Right now, Fulgora sucks. Here are solutions to fix it.

Posted: Fri Nov 29, 2024 4:14 pm
by mrvn
angramania wrote: Thu Nov 07, 2024 1:15 am
Mango wrote: Wed Nov 06, 2024 11:33 pm The Lightning rod (or collector later) is the only way to make power on Fulgora (Other than importing ice/uranium/fluoroketone from space).
Scrap provides both ice and solid fuel. Solar panels provide starting electricity. Boilers are quite useful to solve energy problem before getting uncommon/rare accumulators. But of course it would be boring to have them as main source of power on Fulgora.
You often drown in solid fuel and water. A few heating towers, heat exchangers and steam turbines are a great way to remove excess water and solid fuel.

This is especially true if you start upcycling stuff. And then you have uncommon and rare ice to melt water adding a bit of a challenge.

PS: I hate that you can't request "any" quality of something and use higher quality items to craft something, especially fluid recipes should ignore the quality of ingredients and be more like furnaces. At least optionally, allow setting a recipe to ">= uncommon".

Re: Well, Fulgora and Gleba and Vulcanus sucks. [Spoilers] or lack thereof

Posted: Sun Dec 01, 2024 12:23 pm
by BraveCaperCat
J-H wrote: Thu Nov 28, 2024 1:17 pm
BraveCaperCat wrote: Tue Nov 26, 2024 10:00 pm Well, Gleba also sucks. [Spoilers] or lack thereof.
But in the opposite way to Fulgora - I mean, Fulgora has not enough challenge and Gleba has too much challenge. Then there's Vulcanus which is straight-up boring. Aquilo though... Well that's a hard one - since I've never been there. If I had to say based just on the content the developers released in the FFFs, I'd say it's a complete balance between Fulgora and Gleba. Gleba has too much enemy and Fulgora has too little. Aquilo has just enough. Fulgora has too much resources, Gleba (and Vulcanus) has too little. Aquilo has just enough.
Having recently gotten Gleba to a place where I'm happy with my base (producing more science than I will likely need), I'd say the enemy levels aren't too high. I've had my farms attacked only two or three times, and a couple of artillery pieces are currently enough to keep the enemy bases from getting within the spore cloud. Its challenges are ore production through a kovarex-like process, spoilage, and scaling up throughput while feeding nutrients.

Vulcanus was the most fun because it was a unique base-building experience without being too difficult. I would gladly do more Vulcanus, but it lacks a requirement to expand beyond acquiring Tungsten. Its challenges are mostly related to base layout and doing without some resources, while having too many of others.

Fulgora's challenge is about inventory management and optimization, including reverse supply chain of cracking blue and red circuits into components. How good are you with belts? It's a different challenge than the other two.

With three different planets so far, I think everyone's going to have a favorite or least favorite.

As for Aquilo - I tried going there last night and failed. I suppose I'll have to build some missile turrets.
Vulcanus just seems... boring to me. There aren't any enemies which come and attack me, I have to go to them (or be near their territory waiting to attack me) to even have a slight challenge. Not only that, but there's infinite lava and I only need calcite (and finite tungsten) to turn that lava into whatever resource I want + stone. This decreases logistical complexity below that of fulgora - and we all know that fulgora doesn't have enough logistical complexity already..

Re: Well, Fulgora and Gleba and Vulcanus sucks. [Spoilers] or lack thereof

Posted: Mon Dec 02, 2024 6:23 pm
by mrvn
BraveCaperCat wrote: Sun Dec 01, 2024 12:23 pm
J-H wrote: Thu Nov 28, 2024 1:17 pm
BraveCaperCat wrote: Tue Nov 26, 2024 10:00 pm Well, Gleba also sucks. [Spoilers] or lack thereof.
But in the opposite way to Fulgora - I mean, Fulgora has not enough challenge and Gleba has too much challenge. Then there's Vulcanus which is straight-up boring. Aquilo though... Well that's a hard one - since I've never been there. If I had to say based just on the content the developers released in the FFFs, I'd say it's a complete balance between Fulgora and Gleba. Gleba has too much enemy and Fulgora has too little. Aquilo has just enough. Fulgora has too much resources, Gleba (and Vulcanus) has too little. Aquilo has just enough.
Having recently gotten Gleba to a place where I'm happy with my base (producing more science than I will likely need), I'd say the enemy levels aren't too high. I've had my farms attacked only two or three times, and a couple of artillery pieces are currently enough to keep the enemy bases from getting within the spore cloud. Its challenges are ore production through a kovarex-like process, spoilage, and scaling up throughput while feeding nutrients.

Vulcanus was the most fun because it was a unique base-building experience without being too difficult. I would gladly do more Vulcanus, but it lacks a requirement to expand beyond acquiring Tungsten. Its challenges are mostly related to base layout and doing without some resources, while having too many of others.

Fulgora's challenge is about inventory management and optimization, including reverse supply chain of cracking blue and red circuits into components. How good are you with belts? It's a different challenge than the other two.

With three different planets so far, I think everyone's going to have a favorite or least favorite.

As for Aquilo - I tried going there last night and failed. I suppose I'll have to build some missile turrets.
Vulcanus just seems... boring to me. There aren't any enemies which come and attack me, I have to go to them (or be near their territory waiting to attack me) to even have a slight challenge. Not only that, but there's infinite lava and I only need calcite to turn that lava into whatever resource I want + stone. This decreases logistical complexity below that of fulgora - and we all know that fulgora doesn't have enough logistical complexity already..
You also need tungsten. The only reason why you have to kill a worm or raid it's territory.

But I think the problem here is similar to the other planets. You only need a small starter base to produce all the science you will ever need. You have to kill that one worm to automate tungsten mining. But has anyone depleted that initial tungsten field yet? Or expanded their science output because it was just too slow?

After overcoming the worm you plash down 4 (carbon from space) or 6 buildings and you get all the science you ever need from a single foundry and a bit of time. Red science needs at least 6 (7 before electrical furnace, coal for fuel) and 20-40 to match the speed. I find it just a bit to easy to make the science packs from other planets with no need to scale it up.

Note: I'm counting miners, pumpjacks and furnaces.

It's much much harder to build the rocket silo and rocket parts than to produce the exotic new science packs. That part I found disappointing.

Re: Well, Fulgora and Gleba and Vulcanus sucks. [Spoilers] or lack thereof

Posted: Mon Dec 02, 2024 6:52 pm
by BraveCaperCat
mrvn wrote: Mon Dec 02, 2024 6:23 pm You also need tungsten. The only reason why you have to kill a worm or raid it's territory.
No:
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As seen on the wiki - you don't need tungsten* to make molten metals from lava.
*A constant supply of tungsten, foundries still require it.

Re: Well, Fulgora sucks [Spoilers]

Posted: Mon Dec 02, 2024 7:23 pm
by mouzy
You don't need Tungsten to make lots of metals, but you do need it for any of Vulcanus's unique exports.

Prior to getting Tungsten you have other challenges, mainly the difficulty of obtaining any oil products (you'll be reliant on the very inefficient simple coal liquefaction) and the lack of easy space. Cliffs and lava are everywhere there and you can't deal with either at first, so you need to make cramped spaghetti builds. If you aren't importing ingredients for a nuke or something like that you'll need to figure out a way to deal with your first demolishers in that cramped space.

I definitely found it the easiest of the inner planets (although I wouldn't say Fulgora or Gleba were wildly harder), but it does still present some unique challenges that take some time to overcome. I was there for a while before I was able to start doing metallurgic resesrch.

I think it's the planet where a couple of imports makes the biggest difference, though - demolishers are pretty easy to kill with imported weapons and a few machines and solar panels can make it waaay faster to get started there.

Re: Well, Fulgora sucks [Spoilers]

Posted: Mon Dec 02, 2024 8:19 pm
by mrvn
You don't need tungsten for metals. But you don't even need metal for the science pack on vulkanus. The only reason to bother with metals at all is to build the rocket to lift the science packs to orbit. :) Hell, you can ignore the whole lava thing and just ship in processing units, low density structures and rocket fuel from orbit and you can get away with just I think 6 buildings on Vulkanus. And that includes the silo and landing pad.


As for shipping in weapons I tried that. Ship in a bunch of uranium ammo and a stack of turrets will take care of the worm for you. Just place them with a few personal reoboports with a blueprint that includes ammo. Killed the worm in about a second.

The next worm I killed by building mines. That you can do easily locally. Just needs the sulfur. So either coal liquification on Vulkanus or straight from orbit.

Re: Well, Fulgora and Gleba and Vulcanus sucks. [Spoilers] or lack thereof

Posted: Tue Dec 03, 2024 2:45 am
by IsaacOscar
mrvn wrote: Mon Dec 02, 2024 6:23 pm It's much much harder to build the rocket silo and rocket parts than to produce the exotic new science packs. That part I found disappointing.
Yes! Rockets are too slow, it took me ages to get to my first planet. Then my platform blew up, so it took me aged to make a good robost one (with lotts of ammo, and a complicated circuit contraption to prevent it from filling up with one type of asteroid)

Re: Well, Fulgora sucks [Spoilers]

Posted: Tue Dec 03, 2024 3:16 am
by Mr Wednesday
mrvn wrote: Mon Dec 02, 2024 8:19 pm You don't need tungsten for metals. But you don't even need metal for the science pack on vulkanus. The only reason to bother with metals at all is to build the rocket to lift the science packs to orbit. :)
You need both molten copper (directly) and molten iron (for the tungsten plate) for the metallargic science pack.