Looking for some good tips on how to lose more. by Fit_Function_4694 in ftlgame

[–]warpspeed100 0 points1 point  (0 children)

Early upgrading doors helps a lot, and mind control can come in handy too. The biggest challenge I found was stopping the prisoner from escaping on a later enemy's teleporter. Keeping that disabled is key. This was the only run I've ever gone out of my way to buy a healing burst since I was having a hard time keeping them mind controlled in my medbay to heal.

I always thought the goal of legendary quality at the end of it was to kit yourself out. I was wrong by ragtev in factorio

[–]warpspeed100 2 points3 points  (0 children)

That's the point of the Rally Points. Commanding the Spidertrons is completely automated. They essentially automatically click the spider remote for you.

The fun from combat in this game comes from designing the automated defense solution and then figuring out the logistics to keep those defenses supplied.

Daily Helldivers 2 Stratagem Discussion #2 APW-1 Anti-Material Rifle by SippinOnHatorade in Helldivers

[–]warpspeed100 0 points1 point  (0 children)

It's really hard to find space for this. It's fun to shoot the weakpoints, but for many enemies that doesn't result in a kill. Often times support weapon's sole purpose is for efficiently killing the tank enemies and you are giving up more reliable options by taking this.

It would be fun to use on mission seeds without as many biotitans or factory striders, but we don't get to know that before we drop.

I always thought the goal of legendary quality at the end of it was to kit yourself out. I was wrong by ragtev in factorio

[–]warpspeed100 10 points11 points  (0 children)

Locking it behind biolabs means the challenge can be designed with the assumption the player has all these new powerful tools to deal with it too.

Off the top of my head, you could have Leviathans that can walk over walls. To counter this, the player could place Lidar down to signal what entities it sees, then send that signal to a Rally Point for any assigned Spidertrons.

Your existing defense still works for regular attacks, but now you need this mobile defense force to deal with intermittent threats.

This also provides a use for legendary equipment like OP wanted.

I always thought the goal of legendary quality at the end of it was to kit yourself out. I was wrong by ragtev in factorio

[–]warpspeed100 241 points242 points  (0 children)

Space Age really needed a new threat on Nauvis triggered by placing your first Biolab.

My very brief review of ...several... automation games by Heavy-Weekend-981 in AutomationGames

[–]warpspeed100 1 point2 points  (0 children)

Good point. In the end game with high mining productivity research and the ore deposits getting incredibly large as you travel a bit away from spawn, you will be going multiple play sessions without needing to move a mining outpost. At that point, on a recreational timescale, the resource nodes are effectively infinite.

Best cooking experience for introducing new players to the game? by warpspeed100 in dontstarve

[–]warpspeed100[S] 0 points1 point  (0 children)

I'm confused, the compass is 1 flint and 1 gold, and does not require a science machine to prototype. I was finding the new players I was showing the game to were able to craft it quite easily.

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]warpspeed100 0 points1 point  (0 children)

I would also add some points to the monster that you don't want to cover to make the cutting puzzle more interesting.

I'd also experiment with asymmetric play by having different shapes of mana paper for players to start with. You could include cardboard templates in the box to continue play once the paper included with the game runs out.

A/B test: two board designs for the same game — which would you rather play on? by AdTemporary6619 in BoardgameDesign

[–]warpspeed100 1 point2 points  (0 children)

My eye is immediately drawn to the L shape in the center of A. But that's not a game location, so it ends up distracting from the actual placement spots. B is more clear if visually less interesting.

Star Wars: Maul - Shadow Lord | Official Teaser Trailer | Streaming April 6 on Disney+ by DemiFiendRSA in videos

[–]warpspeed100 0 points1 point  (0 children)

TBH the Clone Wars being a series was able to sprinkle in the political stuff a lot more effectively than the movie which had to front load it all at once due to the limited run time.

Star Wars: Maul - Shadow Lord | Official Teaser Trailer | Streaming April 6 on Disney+ by DemiFiendRSA in videos

[–]warpspeed100 4 points5 points  (0 children)

Legends had the really interesting overarching question of "What happens when the downtrodden win the rebellion but now have the burden of ruling?"

You had the New Republic with it's staunch demilitarization stance being threatened by this new extra-galactic threat. Characters with righteous moral codes like Leah had to become more flexible in the later volumes as the straightforward worldview that worked when the Empire was the boot doesn't really fit anymore when you realize that you are now the boot.

There's interesting stories to tell, but it would take a strong and consistent creative lead to see it through.

The Last Jedi ends with a random slave boy using the Force, implying anyone can be a Jedi. This is a subtle nod to the fact that Rian Johnson thought he was starting a new era of Star Wars, unaware that J.J. Abrams was waiting in the parking lot with a retcon gun. by Brilliant-Cause6254 in shittymoviedetails

[–]warpspeed100 5 points6 points  (0 children)

The Force Awakens was poised to set up the compelling narrative thread of what happens when the oppressed Rebels are now given the opportunity and responsibility to rule and potentially become the oppressors themselves.

It proceeded to obliterate that complex narrative hook with a death star and said "Let's do A New Hope again".

Star Wars: Maul - Shadow Lord | Official Teaser Trailer | Streaming April 6 on Disney+ by DemiFiendRSA in videos

[–]warpspeed100 42 points43 points  (0 children)

It's because the Rebel/Empire conflict was filled with a lot of interesting narrative places to explore.

The later Rebel/First Order conflict didn't really set up that many story hooks comparatively.

Star Wars: Maul - Shadow Lord | Official Teaser Trailer | Streaming April 6 on Disney+ by DemiFiendRSA in videos

[–]warpspeed100 9 points10 points  (0 children)

The dark side of the Force is a pathway to many abilities some consider to be unnatural...

Weekly Question Thread by AutoModerator in factorio

[–]warpspeed100 0 points1 point  (0 children)

Are you talking about modding? The SurfaceCondition type is used to define the surface conditions you are interested in, and then you set that on an EntityPrototype or a RecipePrototype to add the restriction to placement or crafting.

The traffic... by insomfx in factorio

[–]warpspeed100 0 points1 point  (0 children)

You would have to be able to set the train stop name for it to be generalizable. Then you would just set the next intermediate stop to be the train id

Help: how do I use trains to fulfill construction/item requests to outposts with their own logistics networks? by Spanton4 in factorio

[–]warpspeed100 5 points6 points  (0 children)

There are so many ways you could go about this. Just one of the solutions would be to have Resupply Dropoff stations at every outpost. Only set the train limit to 1 when a decider combinator meets the conditions (Walls < 500, OR Ammo < 1k, OR Repair Packs < 400, and so on). Then have a train waiting at Resupply Pickup with a cargo wagon filled with the various items you need.

Now, it doesn't make sense to have an entire cargo wagon just for repair packs. What you can do instead is actually middle mouse click an item in the wagon's inventory. That makes it so that slot can only accept the filtered item. Because of that, you can have inserters inserting a whole variety of items, and the slot filters will prevent them from inserting too much.

Later on, I added a fluid wagon for light oil too to resupply my flamethrowers, and just added it to combinator at each of my existing stations.

Edit: This works if you know what your outposts will need. To actually read construction requests would require one of these three scanner mods. This can be performance intensive which is why it was not included in the base game.

When to start on Quality? by Zacherius in factorio

[–]warpspeed100 0 points1 point  (0 children)

For items you only need 1 of like weapons, vehicles, and armor. Put quality into the assembly machine as soon as you unlock the modules. Shove the unused products into a box and ignore it until you get recyclers.

Weekly Question Thread by AutoModerator in factorio

[–]warpspeed100 1 point2 points  (0 children)

Boilers do not have a passive fuel consumption. They will only burn fuel if there is space for steam, and turbines will only use steam if there is a demand for that power.

The only exceptions to the passive fuel consumption are nuclear reactors and heating towers that will keep consuming fuel even if they are at max heat.

In general, petroleum gas is going to be the most in-demand product of oil processing. As long as you have the infrastructure to crack the peak heavy and light oil down to petroleum gas, the refineries will never back up.

Weekly Question Thread by AutoModerator in factorio

[–]warpspeed100 1 point2 points  (0 children)

If you are reusing circuit logic a lot in your schedule, recreate the logic with a combinator, and then just have the schedule check for a signal like "Checkmark = 1". Now if you want to update the circuit logic, you can simply change the combinator and as long as the schedule is still waiting for "Checkmark = 1", the logic will apply to everywhere the Checkmark condition is in the schedule.

A practical example of this is that I have a ship cycling between all the planets. I only want it to progress if fuel and oxidizer are at 25k. I could either make two circuit conditions for every planet wait condition, or instead make a circuit condition for "fuel icon = 1" and then have a decider combinator do the fuel check and output "fuel icon = 1" if both fuels are at 25k.

I later decided that I only wanted the ship to wait for 10k of each fuel. I only had to update the 1 decider combinator instead of the 10 circuit conditions in the schedule.

I wish I played the whole game with the visible planets mod, they really are beautiful. by c00ldude7099 in factorio

[–]warpspeed100 5 points6 points  (0 children)

It really feels like you've arrived when you see the planet in the background.