Some Factorio Suggestions from a Loving Fan
Posted: Fri Feb 22, 2019 7:59 pm
Factorio Suggestions:
- Landfill is way too expensive; could be 8 or 10 stone, or if productivity modules were involved (outside of furnaces)
Having a well that allows the place access to water on demand, but biters could still walk over or destroy so you can’t just make a big moat.
Module 3 technologies are too cheap for how spendy the modules are. If the techs were 2k science, players would say “oh, this is late game stuff, better wait”. On that note, these techs are weird to require for rocket silo tech. It’s not related or necessary.
Peaceful mode should mean biter bases are turned off. Right now it’s only peaceful until I need to expand, or get the stuff they’re sitting on (greedy bastards).
I never use: landmines, flame turrets, flame thrower, shotgun, combat bots, capsules. Laser turrets are a fixed resource cost (assuming they don’t die), where all other combat methods require variable resources the more you fight. If lasers were worse, or if they cost resources (not just power) over time, I’d consider other combat options.
Quick start option, like starting with 50 wood/coal and a few more miners. The beginning feels tedious after doing it many times.
Relatedly, wood chopping is boring. If poles cost 1 wood it’d be less chopping overall. Right now wood chopping is just a minigame i have to play before playing “Factorio”.
The default biters are just too much at max distance: too many bases and too large when you get farther from spawn. I know you can tone it down, but on default it takes hours to clear if you don’t have several nukes. (I make an enormous perimeter, then clears all the biters in it, so obviously I’m gonna get more tired of this).
The rocket silo is weird looking: it’s a giant complicated sprite and I feel like the game made it for me, rather than it being something I made. It’d be cool if the silo was actually several buildings: e.g. a fuel loader, part constructor, control tower, and the actual silo column. Those buildings could be linked to their new individual technologies, and require their respective resource to make a rocket part.
Oil is a huge step in time and complexity: gotta find oil, make a train, make pumpjacks, make refineries & storage tanks, make chemical plants, link resources, make room for all this stuff, and then *finally* i can make blue science. Just wish the process was more gradually rewarding.
Oil patches like 1000% or lower feel pretty useless, especially early game. When you have beacons they’re ok, but until they that’s only 5 refineries’ worth.
More music! The score is awesome, I love it. Just wish there was more.
Rain or other weathers would give more life to the world, even if there’s no gameplay effect. I know that’s not this game’s focus, but I’d like to feel more immersed.
There’s no reason to explore (again, not the game’s focus), but it might be a fun addition. Maybe have ancient ruins, or special terrain like a mountain or alien forest. Could have an achievement tied to finding “a rare occurrence”. Could also have a rare item like titanium, or ancient artifact, just for showcasing.