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Aren't we trying to go back home? I mean, the entire game begins with your ship falling into Nauvius, and in original factorio you have to build a rocket, presumably to go back home, so if the planets in the system aren't you home, to go back home you have to leave the system.
What it would bring to the game? Accomplishment, same thing with buiding a rocket, it's a milestone, a goal for you reach. First you built a rocket to leave Nauvius, now you build a FTL engine to leave the system and go back home. I don't feel that much accomplished, it just make me think that if my platform could already leave the system, why did I have to do all that stuff? To get weapons to destroy meteors? Sorry, but that's a little lame to me. In Krastorio 2 you waste a ton of energy to build a freaking wormhole to go back home. I can't believe you can't see the problem here.
As for the space ocean, you may reach Africa with a trireme, but you won't get America or Austrailia with it, you gonna need something a lot bigger, with a lot of supplies and ways to deal with the wind and waves.
Factorio is not and never has been a story heavy game, Indeed the story is more of a label stuck on the front to set up the gameplay. Vanilla is: "Crashed ship! I should make a new ship. Rocket built, Aaaand go, story done." And now the expansion is "Crashed ship! I should make a new ship. Rocket built, ooh I should build a thing in space so I can travel space. That's built, Aaaaand go, Story done."
we picked the planet that seemed most hospitable at a glance, and the asteroids hit us and forced us to crash land.
we built rockets and launched satellites into orbit to learn more about the other planets, then decide to visit them for their resources.
eventually we build a ship capable of flying back to our home world in search of any other survivors, only to find the broken remains of our former home.
upon realizing there is no home to return to, we simply return to our factory and make the factory continue to grow.
perhaps in time the engineer could turn himself into a brain in a jar and become one with the factory, or maybe he will develop genetic engineering and either clone himself, or spawn some new species to carry on the legacy of his fallen civilization.
does it make perfect sense? not really, but i think its kinda fun.
I don't, honestly.
It sounds like you have an idea in mind and refuse to accept it is not accepted as "the best idea ever" by other people. Sure, I can see how you can find FTL engines cool and how the story you told yourself (the game didn't) is a fun one. For me, FTL engines sound like an incredible waste of time and energy - making a whole new entity and chain, just to serve as a glorified "you win" screen.
You need to accept the fact that "you liking something else more" does not mean there is neccessarily a problem.
I would say a good ending would be not necessarily to build a wormhole, but to reach the edge of the solar system and build some transmitter to call for help. Why need for edge? Well something like to prevent the interference of solar radiation or something. Imo that would make sense and explain engineer action. Also would be nice endgame challenge, like with rocket in vanilla, but you would need to supply this megaproject through space and use every resource available on other planets.
nah the engineer is just senkuu
thats pretty reasonable. i can imagine building a permanent installation at the edge of the solar system would be fun. sending the signal for help would keep the engineer in the system which would allow the game to continue, and you could get science from that instead of promethium packs.
thats a mod id be willing to try, but thats not what we have been given so i want to read between the lines and find some kind of fun explanation for whats going on
That's the beauty of having your own head canon for a game. It fits wonderfully in your head. Your head cares not how it fits in my head. It doesn't even matter if your head canon turns into my head cannon.
My head canon, at one point, had me spending over a month just designing names for train stations. (A system completely annihilated by the generic interrupt system
I've never played Krastorio 2 so I don't know how it plays out, but you make it sound like I get to the end of the tech tree, copy paste a dozen more copies of my uranium plant, wait a bit for things to charge, and I win.
To navigate the route from Aquilo to the Solar System edge, I, the player, had to use the tools I unlocked throughout the game to design a grand ship capable of making its ways through the harsh space route, and identify/prioritize the infinite researches that better enable the journey.
To get to the Shattered Planet I'll have to do that much better. Heck, the platform that made it to the edge barely survived the journey home! I have a new platform that has no problem getting to the edge and back, but hasn't gotten too far yet towards the shattered planet -- only the first achievement. The process has been slow going since I'm still having fun improving my factories, so I haven't taken too many stabs at platform design.
The picture this paints in my head is a very good parallel for how I feel about the process of progressing beyond the inner planets to Aqulio, then to the edge, and then to the shattered planet.
I suppose YMMV since, I guess you imagine it being analogous to the story you have in mind. *Shrug* But I'm just saying this because it might help you better understand what other people are getting out of the gameplay of the Space Age endgame.