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This is exactly how i assumed it was going to work myself. It is the only logical conclusion you can come to really.
This time, however, I didn't have to resort to such research.
The FFF which introduced the platform pretty much answered this question for me.
The second sentence of the post reads:
(Bold in original)
So, it would seem that the player will move between planets. The FFF moves on into the fourth sentence where a comparison to train is also made.
The player gets to ride trains to outposts and ride platforms to planets.
And if it would be relativelly short it would make platforms optimized for speed kinda useless.
I feel like there's a LOT of space between these two. As in the time to travel can be lengthy enough to make a distinction between speed and cargo meaningful, but not long enough to make limitation to remote a struggle.
Besides, with the upgrades to remote I'm not sure what would you need your (space) legs for anymore. It might be very well possible remote view is the new late game.
And being stuck with slow barely working drones and a low density of those for me would be kinda sad.
Even now we have similar problem, you could just brute force your way to "drones only" production just moving the stuff between chests by hands and trash all the belt optimization out of the window. And it's even faster then building a lot of complicated belt systems we tested it with a friend several times, I hate moving stuff by hands he hates "bootstrapping" everything till drones. We produce science on par.
And it feels kinda the same. I afraid player would be able to optimize platforms, but it would be pointless, because otherwise it would be a big turnout for those who don't want to optimize.
Production optimization being required is a problem for those who just want to brute force the game. But ability to brute force the game makes optimization pointless since time spent on optimization equal to time spend on waiting otherwise.
I absolutely disagree with this, and here is my proof:
- Plenty of people build mega-factories even though they could've just brute-forced the game and won 500-times over.
- Plenty of people enjoy playing well instead of playing fast, similarly on how plenty of people pick other difficulty modes than easy in other games
- You could fast-forward a lot using custom map gen settings, yet you never once mentioned that it breaks the game for you
- Speedrunning community exists and yet people don't generally copy their designs "because it's faster"
I don't see why both need to be exclusive. Right now we have a game that you can play brute-force or going for insane optimizations, and people who want to play either find it fun to play.
Optimization is pointless, because it's not optimal. It doesn't make it much less interesting or fun, plus people generally unaware that its pointless, you are happy after updating to blue belts because your factory became better, it's not optimal for time/production ratio, but who cares. It's better, and it could be beautiful.
Game can't be perfect for everyone, so it have to sacrifice someones happiness.
If it goes to the same level original mod was - it would kill enjoyment for those who don't like optimization
If it goes to death world it would kill enjoyment for those who hate fights.
If it goes to "everything is free" it would kill enjoyment for optimization freaks.
If it goes low resources it would annoy those who hates expanding
If it goes high resources it would annoy those who loves trains
A lot of parameters game have to tread very carefully. And Factorio does a fantastic job with it. Kovarex mentioned it in some early FFFs
There are plenty of ways to annoy different parts of community. And default settings matters, because it's what people use by default. And it's very hard to set it correctly so everyone annoyed the same amount.
They want to move space platform mod to general audience, because original is way too hard, and it's great, I just afraid they would make optimization game on platform way too easy for my taste because, well... It would be correct decision to make platform gameplay easier to annoy vast majority less and not trap people in remote only for too long.
I wish they could find a way to punish bad platform design, but not punish it by trapping a player inside, since it would never work, and at the end we would have bad design unpunished.
In the current version of the base game you can all ready do all most every thing remotely using spidertrons. Combinators can be programmed locally, blue printed, and then built remotely. Train stations and train schedules can be changed remotely. The only thing you can't do remotely is load and unload spidertrons with inserters. Logistic bots are required. Roboport networks can be built remotely by the spidertrons, rail infrastructure can be built remotely by the spidertrons, and supplies and logistic robots can then be sent ny train to load and unload the spidertrons.
Remote play will just make this easier and available earlier than unlocking spidertron since you would be able to do it with just robots and small robot networks instead of huge ones that cover your entire base.