Hannu wrote: ↑Wed Aug 15, 2018 9:57 am
HurkWurk wrote:until they can solve the performance issues with huge bases, green simply isnt practical, since ultra fast and dense factories are required for the highest throughput per framerate.
If you want to build different factories why you do not abandon requirement for megabase throughput? At least I think that factorio-optimal megabase is not entertaining way to play at all and prefer realistic-like railworlds with structured production plants instead of maximum throughput. Green world with limited production and active pollution handling would probably also be interesting option. For example by increasing pollution based biter evolution so that player could actually fail if he did not take pollution into account. Maybe it would be interesting idea for larger mod.
I disagree that there are severe issues with megabases. I do not know any games able to handle as large and complex systems ad Factorio. Problem is that because factories are practically free in related to game resources and also easy and fast to build with bots players achieve computing limits in any case. It is hard to believe that if maximum number of entities was ten or hundred times larger gaming would be significantly more entertaining for anyone. It would be just copying of more modules until UPS would drop too low and those who see maximum throughput as only meaningful objective would whine that there are "issues" preventing to build "real megabases".
sorry for the late reply to this, but i just saw it.
mega base isnt always about throughput. the issue is once you are the size of a mega base, then performance suffers. going green at lower SPM still takes considerable area. it actually takes a lot more room than a typical mega base. this is due to the lower output per factory, which means more factories to perform the same level of output. even if you only want one third the total output, you will likely still need more than two thirds the total factory size.
now, green as a mode, as you mentioned, might work... sorta like a limited wave defense version where you are limited on space so green to stop pollution spread works well for you. im all for new game modes and ideas that give the game longer legs.
im not sure what you consider "issues" with a mega base... personally once the FPS is jumpy, or consistently below ~40, i notice it and its no longer fun, because the gameplay is no longer fluid. ive played 20fps maps.... they werent fun. interesting yes, but not fun.
my goal with a "large" game with huge numbers of entities is about game modes. as you mentioned earlier, a green game mode could be really interesting.
i would love to have a train world where having large, spaced out bases of "normal" size, each producing one or two resources, then shipping all of that to some central complex where things are assembled and then sent back out again to fuel those spread out bases.
i compare it to minecraft... me and friends run a server. each of us runs off in a different direction, we build different things, and inter-connect everything with a train network to get around for travel and be able to see each others works.
imagine the next level of the game... one where you literally have different "zones" to the game... maybe even with different mods applying. so in one area, bob's mods are all active, people are building mark 5 machines, etc.. but in an ocean zone, seablock is active, but that player can use the stuff made in bobs area of the map, and imported, etc. and yet a third area, is the mines mod, where you are under ground, mining away, trying to prevent cave-ins, etc, but having vastly larger supplies of ingredients than other areas, so in that sense, you can play several different games at once. but interact between them.