HQ can still stream resources to outposts. Instead, they stockpile resources separately and recquire a Riggs visit to deliver resources via a massive riftjump, which has a chance of trigger a massive attack. I'm starting to really appreciate Factorio, though I acknowledge that Factorio could only become what it is through decades of work, and dumping gameplay and graphics a few decades behind the curve.ġ) Outposts cannot stream resources to the HQ. without needing to do anything dangerous like increase your tech level. Even if that weren't the case, being able to 'spread out' your base among multiple maps gives you access to immense quantities or resources via geothermal, swamp gas, etc. Since attacks and events can't occur in places you are not, you can stockpile massive amounts of your economy in 'low threat' areas. The larger issue is the way riftjumping is handled. Next time I'd do with maybe 3x resources so it's a bit tougher, but I'm a bit over Riftbreaker unless they do some high-tier tower nerfing or high-tier critter buffing. Still that was a fun early game survival problem for 5 hours or so. But that's the problem with Riftbreaker in general: OP higher tier turrets. Until you hit mid-game, when you can afford the big turrets and it's all over. It's basically an early-mid survival problem, getting HQ upgrades being extremely challenging.įun and interesting. The task then is to set up as massive a mining operation as quickly as possible, so you can afford the buildings. With a little more time to prepare for an attack. Originally posted by Thaumazein:I had some fun with infinite resources plus 5x building costs (!!!), instant building, I think 1.5x waves, 1.5x damage, and brutal. The important ones are Building Time, Building Cost, Enemy Damage Factor, Attacks Per Wave, and Time Between Attacks. Off, for obvious reasons.Įnemy Wave Strength. I generally prefer wind turbines to solar anyway, so this wouldn't really do much either way. If set to Night, it would make my usual desert synth strategy a lot less viable, but would still let me abuse swamp synths just the same. Since most events are irrelevant with minimal preparation, and the worst events can't (I think?) occur at the same time as attacks, so turning this OFF might counter intuitively make the game HARDER by forcing all 'big events' to be attacks instead of something annoying but non-game ending. I wish we could toggle specific events on/off. Makes the game easier, and potentially more survivable if you do something silly to the attacks per wave multiplier.Įnable Negative Events. Mostly cosmetic, I like it high to prevent items from falling on top of inaccessible terrain. Can easily make the game impossible if set too high. Very serious increase to difficulty, but may make your computer cry. If you are playing permadeath, this is irrelevant.Īttacks per wave multiplier. If you aren't playing permadeath, this is a trivial consequence as rushing your corpse isn't hard. Vastly increases difficulty, as you can no longer rush-build economic or military solutions to your problems. Also seriously slows down the gameplay.īuild Time Multiplier. If set high, the game gets MUCH more difficult early on, and forces you to build bigger mining ops and more efficient defense settups. It's too easy to stall for infinite time, even if you aren't abusing riftjumping away from the main map.īuilding Cost. If set high, the game slows down, but the game doesn't get harder. If set too low, the game becomes impossible and/or boring due to needing plants for rare resources. If this setting is too high, walls becoming meaningless and overkilling enemies to keep them from getting in shooting range becomes mandatory. What would you recommend? I consider "Brutal" to be extremely easy, provided that you tech up slowly and deliberately.Įnemy Damage Factor. I want a harder campaign, but not an impossible or boring one.
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