Coolthulhu wrote:The problem with the whole blinding the player is that it adds a lot of tedium and manual agency in a game that already has too much of both. Running around is already as rewarding as it needs to - player is the only entity that can reliably kite, instantly replace masses of buildings, pick up tons of items etc. Adding a necessity to mouseover all turrets for bullet count/damage counter changes reminds me more of Farmville or Plants vs Zombies than OpenTTD, Spacechem or even Minecraft.
Cool, please don't take it the wrong way: I think you are missunderstanding my point :S I didn't say to cut out the warning signs, only to make you HAVE a radar to have warnings, or better yet, a "Defense Status/Notifications" Research. Rather that have all the advices from start, makes you, whether you like it or not, to have to construct a radar, having to place it, power it up (wich is not SO easy at early-game), and upgrade it. It rewards the player for automating the defense system, and doesn't make you kite all the base anymore than you have now, because the kiting for ammo resuply is already there. It Just gives you a reason to START WITH A VERY SMALL BASE, and not to start with a BIG walled place that you don't defend untill you get atacked and just THEN you place the turrets behind the wall... If you're gonna do that, better do it in your line of sight, or get f**ed from behind xD
Coolthulhu wrote:It also doesn't make sense from a "realism" perspective. Sending radio waves is pre-WW2 technology. Having each turret (batch of turrets?) send a signal when attacking wouldn't require any more AI than making it target things. Since turrets don't move, it can be assumed player character sets their coordinates when placing them. Same for all buildings that require electric circuits and "I'm being attacked" signal. For "destroyed" signals it would be just player's handheld computer (I recall them having one) listening to "OK, I'm no longer attacked" signals and warning if one never comes.
And landing in an alien world is? And having advanced tecnology to operate a spaceship, but still power things with wood, coal and petrol instead of fission or whatevs?
Gameplay > Realism (if it doesn't break the game)
Coolthulhu wrote:Only stone walls kinda stand out, because they're the most commonly attacked building and the most passive one in the game.
I think (this is compleatly another issue) that walls need to change their HP bars, and put them smaller and vertical, because I can never know if a wall is damaged or not :S
Coolthulhu wrote:Nothing wrong with biters using turret range + some arbitrary number for waiting distance. Turret's limited range is relatively obvious, even to a bad observer. Having a mix of careful small biters overestimating the range and angry big biters risking early engagement would spice things up a bit. As for view distance: you mean biters stopping running as soon as they notice (ie. get within a range that would make them charge now) a turret? It would kinda make sense, even if it would make them overly cowardly.
I meant they stop and gather OUTSIDE YOUR VIEW RANGE, so you can't see a group of dots in the minimap and be ready for them

But what you say is also viable, and even better IMO.
Coolthulhu wrote:I hate the idea of replacing clearly presented information (energy/production charts, attacking turret counter, turret stats) with player being forced to gather all that information manually. It's tedious, boring and adds a need to build more safety nets around everything.
If anything, I see that as a great incentive to make smaller, more compact and fortified "comfy" fortresses instead of sprawling machines of pollution and destruction of natural habitat.
The energy/production and turret stats I agree, Energy Generating buildings shoud have a bar showing the available performance, and so should acumulators.
On the other hand I think turrets should have something of the following:
-a small number when the ammo inside it is lower than X number, so you can see by passing next to the tower a little "5"..."4"... etc. and know how much bullets they have
-An ammo bar. Like the HP one, but for ammo.
Coolthulhu wrote:With all the time spent circling around, where's the time for designing efficient patterns or expansion? Smaller bases take less time to circle around.
Smaller bases take less time to circle, but if you know factorio, you know that small bases are OUTGROWN REALLY Q1UICK. As soon as you need Science Packs 3, your base gets LARGE. VERY LARGE. You HAVE to expand, like it or not, so why not make it harder and make you be more wary of how and where you expand, and more importantly, it will make you wonder: "Can I afford to expand this way? Where do I put the towers? I need to plan this better!"
Again, this is IMHO, I would like to know what you think about my ideas, Coolthulhu, so lets debate!!! The only winners will be the Devs and players if any good idea gets implemented!!
