meganothing wrote: Mon Mar 10, 2025 5:42 pm
Also, once you solved interplanetary delivery of stuff, what additional complexity does your example offer? Whether the stuff comes from one or two planets or a train station does not make much of a difference.
The example I gave was related quality. With regard to making the planets more interesting, it's hard because I think the SA core design is cursed. I talked about this in another thread "feedback on space age's overall design". So ideally I'd change a bunch of stuff, but keeping things as they are I'd add more to each planet.
The problems I have, trying to summarise briefly, stem from 1. Needing to be able to start from scratch on every planet, which means lots of recipes for power and the basics. 2. Allowing players to go to any planet in any order, forcing progression to start from zero and limiting dependencies/interaction between planets 3. Routing everything through the platform hub, limiting throughput and making it an awkward bottleneck, making it difficult to have a lot of different resources coming in.
So there's a lot of new stuff in space age but almost all the new content is roughly equivalent to building blue science (on each planet). I assume the devs ran out of time and so stripped a bunch of stuff from nauvis and added more infinite research to stretch things out.
With that context, to answer your question, the way I assumed it would work before release is you're importing large amounts of resources from other planets and then integrating them into local supply chains. Basically, building a big factory. But as it stands, you mostly only import science and some buildings. Yes gleba has bioflux importing, that is an example of what I'm talking about.
But factorio 1.0 was rather trivial to win as well, without some big goal at the end.
1.0 had plenty to do after rocket launch. The issue with space age is that by the time I reach the end screen I'm already far into infinite tech, and it's taken me a long time to get there. With 1.0 it only took a day or two to launch a rocket, so it was short enough to be endured if I wanted to build a big base. In SA it takes a long time to get all the basic tools, so the idea of playing after that is less appealing. So I don't think 1.0 and SA are comparable in that regard. Getting to the end screen in SA is a MUCH bigger part of the game.
And the puzzles in the game were always only difficult if you set yourself goals outside of simply reaching whatever end.
This was true in 1.0, but as I said above, the length of time it takes to get all the tools make just getting to the end a much bigger part of the game.
One problem may be that you might think the SA mod would be the game specifically for veterans. Though Wube wanted SA to be nearly as beginner-friendly and "short" as the base game, according to an old FFF, if I remember correctly.
I don't think SA succeeds in being beginner friendly OR specifically for veterans. The learning curve is way too steep for new players, but way too shallow for veterans.
To illustrate my point let's examine gleba. When you arrive, you have to deal with soil types, spoilage, the ag tower, the biochamber, two new resources and their seeds, nutrients, new power generation, and a bunch of new recipes. That is insane. I'm a veteran and it took me 3 days to get my head around it all. But then, once I'd figured out how to do it, it's very shallow.
Why weren't concepts introduced earlier? You can use the ag tower on nauvis - why not give it to the player early on, when it's low stress and you have a working factory next to you. You could also introduce the concept of soils, and you could have a nauvis fruit to introduce spoilage. Just basic, simple stuff - no complex recipes, and nothing critical. And you could give the heating tower to introduce burning waste. Give fish harvesting early as a source of nutrients. This way, when you get to gleba you already know a bunch of stuff.
I can't redesign the game in a forum post, but all this to justify my position - no I won't pay more for factorio unless more is added first. I don't feel like SA is worth it at the moment. 1.0 was more than worth it so it's ok - I don't feel ripped off or anything. But there's so much potential left, and it seems relatively easy to get there now, seeing as the systems and graphics have been made. I hope Wube keeps working on it.