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Friday Facts #159 - Research revolution
As the 0.15 work started, the first thing I wanted to do was to rebalance the science packs. We feel that the science pack 1 and 2 balance is just right, but the level 3 (blue) is quite a large jump in complexity, while the alien science pack is trivial. Then I checked that the last time we changed something about the science packs was 2.5 years ago, so it might be the time to try to be more creative. After some discussions, we decided to make the science packs not so linear and more iterative, the current working version looks something like this:
The prices of the science packs are subject to change as we need to playtest it, but the first version is this:
To make the work of reassigning the science packs to technologies easier, I decided to finally implement the so long postponed feature of showing the needed science packs on the technology icon. We also sort the technologies by the highest science pack needed:
The icons might change, but a late game science setup might look something like this.
On top of that, I would like to implement the infinite research. It would give smaller and smaller gains, but people could spend the resources on something after finishing the regular research if they wanted to.
This paragraph is brought to you by Klonan. The concept of a player versus player experience in factorio has been around since we introduced multiplayer in version 0.11. Initially there was a small mod which places players alternately on the player and enemy force, the players would then fight it out, with the addition of some craftable biter capsules. With 0.12 we expanded the forces system, to allow creating and assigning forces to players, allowing the possibility of up to 254 different teams in a single game. However PvP attempts quickly fell at the first hurdle: multiple players were needed. With the issues of the peer-to-peer multiplayer, the actual experience was not ideal. With the recent success of the team production challenge and the MMO server tests, we decided the conditions were right to create an official PvP mode. This last week I have been working on the foundation for this new scenario, along with ideas about how specifically it will work, this is what we have so far:
I had some discussion with Cube about possible solutions, but these would be some large changes to the internal map generator code, so will have to wait for 0.15. Custom maps could be nice and simple solution, especially if someone from the community would come up with proposals. In the end these small issues aside, we think it will be quite an enjoyable gameplay mode, and something for the more competitive players to sink their teeth into.
Look:
As always, if you have any comments or otherwise, please let us know on our forums.
[ 2016-10-07 20:29:59 CET ] [ Original post ]
Hello!
Research revolution
As the 0.15 work started, the first thing I wanted to do was to rebalance the science packs. We feel that the science pack 1 and 2 balance is just right, but the level 3 (blue) is quite a large jump in complexity, while the alien science pack is trivial. Then I checked that the last time we changed something about the science packs was 2.5 years ago, so it might be the time to try to be more creative. After some discussions, we decided to make the science packs not so linear and more iterative, the current working version looks something like this:
The prices of the science packs are subject to change as we need to playtest it, but the first version is this:
To make the work of reassigning the science packs to technologies easier, I decided to finally implement the so long postponed feature of showing the needed science packs on the technology icon. We also sort the technologies by the highest science pack needed:
The icons might change, but a late game science setup might look something like this.
On top of that, I would like to implement the infinite research. It would give smaller and smaller gains, but people could spend the resources on something after finishing the regular research if they wanted to.
PvP scenario
This paragraph is brought to you by Klonan. The concept of a player versus player experience in factorio has been around since we introduced multiplayer in version 0.11. Initially there was a small mod which places players alternately on the player and enemy force, the players would then fight it out, with the addition of some craftable biter capsules. With 0.12 we expanded the forces system, to allow creating and assigning forces to players, allowing the possibility of up to 254 different teams in a single game. However PvP attempts quickly fell at the first hurdle: multiple players were needed. With the issues of the peer-to-peer multiplayer, the actual experience was not ideal. With the recent success of the team production challenge and the MMO server tests, we decided the conditions were right to create an official PvP mode. This last week I have been working on the foundation for this new scenario, along with ideas about how specifically it will work, this is what we have so far:
- The first player to create the scenario will be the gamemaster. He will set some configuration options, such as how many teams, the starting tech level etc.
- The original starting area will be copied to the new teams spawn positions, each identical to the other.
- Each starting area will contain a rocket silo.
- If your rocket silo is destroyed, your team has lost.
- If you launch a rocket, your team wins.
- If all other teams silos have been destroyed, you win.
- When you destroy another team's silo, all their base are belong to you.
I had some discussion with Cube about possible solutions, but these would be some large changes to the internal map generator code, so will have to wait for 0.15. Custom maps could be nice and simple solution, especially if someone from the community would come up with proposals. In the end these small issues aside, we think it will be quite an enjoyable gameplay mode, and something for the more competitive players to sink their teeth into.
Liquid wagon
Look:
As always, if you have any comments or otherwise, please let us know on our forums.
[ 2016-10-07 20:29:59 CET ] [ Original post ]
Factorio
Wube Software LTD.
Developer
Wube Software LTD.
Publisher
2020-08-14
Release
Game News Posts:
506
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(164072 reviews)
The Game includes VR Support
Public Linux Depots:
- Factorio Linux64 [306.86 M]
- Factorio Linux32 [300.1 M]
Available DLCs:
- Factorio: Space Age
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
What people say about Factorio
- No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
- I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
- Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube
MINIMAL SETUP
- OS: Linux (tarball installation)
- Processor: Dual core 3Ghz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 core. DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260. Radeon HD 4850 or Intel HD Graphics 5500
- Storage: 3 GB available space
- OS: Linux (tarball installation)
- Processor: Quad core 3GHz+Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 4.3 core. DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti. Radeon R7 360
- Storage: 3 GB available space
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