A boost to Nauvis

Post your ideas and suggestions how to improve the game.

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cruel
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A boost to Nauvis

Post by cruel »

I love Nauvis but I feel like it is just too repetitve, just doing the same stuff over and over and being able to stop any biters with minimal defenses in a few hours. I think a new biter and mechanic could make the game a bit more fun IMO. Starting from electric furnaces, we could add a new mechanic called, "Radiation". Radiation would be a slow expanding invisible gas that would expand to the same extent as pollution. With this new mechanic there would be some new monsters that could evolve. The normal biters could turn into stronger and more resistant, called the "Adamant Biter". This Big, Purplish, Veiny biter could have immense strength with added resistance to the artillery shells, bullets, and electric weapons including laser turrets and tesla guns. The only way to effectively kill them would be with the Railgun turret. There could also be new biter spawners and new spitters. The new "Plasma Spitters" would spit a blueish purple acid that could expand and destroy defenses way faster. They would be purple or other colors like that. The spawners also could be resistant to artillery shells, the new spawners would be bigger with more health. And adding like an Tungsten Rod cannon in space could help with killing these spawners. To add onto the Radiation, the way this mechanic works is that as it expands, and you decide to stop your production, your radiation could either A. come to a complete stop in the middle, or B. even with everything idling, it could give off a small amount of Radiation per furnace you have (Or other advanced late game building). But even with A or B, the Radiation won't decrease from a big circle to a smaller circle like Pollution, but opposite, the core of the Radiation will dissipate (Core of your base) before the Radiation further out. I believe this could add some good challenge at Nauvis instead of getting a wall up, and then just sitting and nothing can happen to you.
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Khazul
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Re: A boost to Nauvis

Post by Khazul »

You should have a look at this list of biter mods:
https://mods.factorio.com/user/MFerrari
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Re: A boost to Nauvis

Post by angramania »

There are enough mods improving enemies in very different and interesting ways. And of course there are even more mods improving arsenal. If you think that your idea is better than all of them then create your own mod.
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Re: A boost to Nauvis

Post by jaylawl »

cruel wrote: Thu Jan 02, 2025 7:15 pm
Gotta agree that these sound like ideas more suitably for modding. Not because your ideas sound bad, but because biters are unlikely to change so significantly. If you don't want any mods the best you can do for now is to release a few legendary grade biter spawners, easily possible in vanilla gameplay. These will spawn expansion groups.
kitters
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Re: A boost to Nauvis

Post by kitters »

You should see this first:
viewforum.php?f=80
viewtopic.php?f=6&t=30240
There are already many suggestons about new biters. And many mods implementing it.
And many abstract and general suggsetions about adding completely new mechanics. "Hi, love your game, but would like to see more resourses like gold, nickel, mercury..."
ssilk wrote: Thu Apr 21, 2016 9:41 pm
User A (Newbie after 10 hours playing): I'm new and I suggest some new belt that does this and that, cause (eventually screenshoot-example, and to make things easier in general - see for example viewtopic.php?f=6&t=23791 Conveyor belt blocker - I took this out because it is a good and actual example, nothing is wrong with that).
User B (also Newbie with 20 hours): Yes! Cool idea, I also thought exactly the same!
User C (With 100 hours): Well, you know, the devs don't want to implement new types of belts. They say they want to have this messy, puzzling belts, cause they are part of the game.
User B: But this is just too complex! I want to have this, cause anybody, who want to make this (see description) has the same problem!
Moderator: Where is the game-value of a new belt type? This idea increases only the complexity, but not the game-value of Factorio. And in my opinion the belts don't need to be extended, cause as it is currently you can build everything you need. Do you know how to use the underground belts to achieve, what you want?
User A: How? I want just to separate the items, that is not possible yet.
User C: No, it is possible, look into the wiki or into the forum (some links).
User B: Even me didn't know this. :o But it takes much more space then!
User C: Well, in most cases you just need to move some things apart to make you enough space. And it's fun to find a solution, where you need just one tile more space. ;)
Moderator: I move this to "won't implement", cause it doesn't add new content, and it is already possible to implement new types of belts, see mods (some links).
User A: :shock: :o But this is really something I never would expect, that the belts could be used like so. :x I want to have the mods in the vanilla! :cry:
Moderator: That's also part of the game. :)
User A: I see my freedom of speech in danger, cause you put my suggestion just to won't implement! :evil:
Moderator: Well, you can continue discussion or just continue playing and if you are the same opinion with more than 50 game-hours, you can repeat your suggestion and I promise it will not be moved to won't implement that soon. :)

... half a year later ...

User D (Newbie after 10 hours playing): I suggest some new belt that does this and that, cause (to make things easier in general).
User A (now with more than 50 game-hours): I have suggested the same half a year ago and it was a stupid idea, cause (see some reasons above).
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