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Edit: Inb4 the 'but I said optional!' response, frequently used by people who don't seem to understand the concept of development taking time.
No.
But lets expand on why not shall we.
Games are a series of gameloops. The best games focus their efforts to do one thing really well, and that one thing is backed up by several smaller things that add to that one big thing.
So right now, we have a factory builder at its core. The smaller aspects would be combat, the ability to eat to regain health, exploration to find hard drives and new resources and the research tree to tie it all together with the core mechanic.
Now, you want to slot a tower defence system in there (optional they yell), but all those small things need to be considered as you fit in your new module. Not only that, but major work needs to be done on the core mechanic to add in the features you need.
So, you would need a health mechanic added to every building. You would need mobs ability to attack buildings and the work that goes into that. You would also need to add at minimum, 2 building states for damaged and destroyed, so that would be 2 new models per prefab, all the code to tie that into the system, as well as lighting, vfx and audio to support that.
Not to mention the pathfinding and attack systems to allow the mobs to attack buildings.
Then there are the turrets, and the targetting systems that go into them. That then needs to be put into the research tree.
Then the whole lot needs to be re-balenced, as if you jsut push that into a survival-lite without rebalence, then its not gonna work.
But now the balence has knocked non turret survival trampoline simulator out of whack, so either you are now supporting multiple gamemodes, or you support one and leave the other to burn.
Big issue with suggestions....99% of them are not thought out for dev time and effort, and if its even worth it at the end of the day. Look at what i just wrote, i dont even go into netcode and theres probably a lot more considerations. Is that worth adding turrets?
"Yes, because the game is EA and is meant to evolve to player suggestions.
Also because I can't be wrong."
or are u for real ?
Building factories...i said that in my wall of text...the core mechanic is building factories.
Population => Taxes => Factory upkeep => Resources for population => More population => More Taxes => More factories.
In Satisfactory, we just have: Factories => More factories.
The key difference is that city builders have a far greater scope for creativity. You have population needs to consider, city beautification, etc.
Satisfactory doesn't need to be turned into a city builder, but it needs something that drives the NEED for resources, and a constant pressure that ensures you are ALWAYS one step behind.
Oxygen Not Included does this very well by ensuring that nothing you build lasts forever (at least not until much much later), this drives a player to constantly find solutions merely to keep things running, let alone expand.
There is a resource sink though. It's called the sink, and you invest materials into it to get coupons for buying things with.
This is not about being early access, this is about you're not understanding what Satisfactory is. You're making a suggestion that is completely out of the scope of this game.
Rewards for meeting (and maintaining) these targets will need thinking out as well. Perhaps the rewards could be a type of resource you can't produce yourself.
But you realise that unless we constantly talk about these things, the devs will assume its no longer necessary to implement.
Personally I'm not interested in tower defence, I just see the OP request for it to be a symptom of the lack of longevity of a playthrough. Maybe I should have made a different thread. But the argument against the "EA cop out" is that if we remain silent and hope, then the problem will never be resolved.