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Factorio + Anihilation

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35 days ago
= Industrial Annihilation

I guess someone read the train factory topics on ZK forum

+6 / -0

35 days ago
This is so silly and so cool! I want to do the campaign already! Sadly I think this will ultimately be a bit of a flop, as PA guys have no idea how to make an RTS game that is actually good in multiplayer, and never listen to advice from the community.
+2 / -0


35 days ago
I wouldn't put much hope up for it. Their landing page was broken (FAQ lead to some 404 error) when I checked it out and they have a big "Invest now!" button that works (unsurprisingly). Offering skins for $400+ investments into the company is just.. eeeehhh and doing early access release in 6 months screams "this is just a reskinned PA with slight adjustments". Likely that metal/energy is just a resource that you have to move to production lines (as seen in the trailer) and a handful of extra production chains with end game content being a bit lacking.

I don't see how factory building will be much fun in an RTS. You'll need a blueprint system (see: factorio) or simplified production chains for it to work with any pacing that isn't "spend 1 hour building then have it end suddenly". ZK works because you skip a lot of the build up. Now imagine if ZK was 'repeat this build chain for 30 minutes to get your first unit'. On top of this, it invites an NPE (new player experience) that is just "swallow dust repeatedly or download basic blueprints for competitive play". Additionally, they're aiming for 4 player max which means you're going to get, at best, 2v2 or FFA.

I just don't see this working out at all, but I welcome being surprised by a good game. We'll see in 6 months I guess.
+0 / -0
35 days ago
Me waiting for the Dyson sphere project combat update.
+1 / -0


35 days ago
quote:
Me waiting for the Dyson sphere project combat update.


I also play DSP :P might be fun to try the multiplayer mod sometime together, if you're up for it.
+1 / -0
35 days ago
Amazing, the ideas for Total Annihilation are alive and growing.
😀
+1 / -0
32 days ago
While I would love to Shaman, my current skill level can best be described as failing to get past red research in any meaningful capacity as I run out of oil rapidly.
I did get onto a another planet to get some metals (after having to reload saves 3 times from navigation errors), but that is a very inefficient operation (no interstellar logistics, let alone the interplanetary one...)
+0 / -0
quote:
While I would love to Shaman, my current skill level can best be described as failing to get past red research in any meaningful capacity as I run out of oil rapidly.
I did get onto a another planet to get some metals (after having to reload saves 3 times from navigation errors), but that is a very inefficient operation (no interstellar logistics, let alone the interplanetary one...)


I don't judge in those kinds of coop games. I'm not an expert myself. I'd be happy to share notes or explore together. I'm pretty patient outside of zk, very much a social kind of person. It might just be fun to mess around on VC one day with it. I've only gotten up to small scale stuff myself with interplanetary logistics.
+0 / -0

31 days ago
quote:
I don't see how factory building will be much fun in an RTS. You'll need a blueprint system (see: factorio) or simplified production chains for it to work with any pacing that isn't "spend 1 hour building then have it end suddenly". ZK works because you skip a lot of the build up. Now imagine if ZK was 'repeat this build chain for 30 minutes to get your first unit'. On top of this, it invites an NPE (new player experience) that is just "swallow dust repeatedly or download basic blueprints for competitive play".

try supreme commander or BAR sometime (make sure not to go front, but farm metalmakers instead)
+0 / -0


31 days ago
I've played lots of Mindustry PvP. It is pretty fun.
Mindustry plays like a simplified Factorio in terms of factory building mechanics.
Although it plays very different depending on the map or host rules and the community is kinda split on enjoyable rules for PvP.

Like in some settings/modes, you basically have to code your own unit AI to be competitive.
In other settings they disable scripted AI but you still need good blueprints to be competitive.
+0 / -0


31 days ago
quote:
try supreme commander or BAR sometime (make sure not to go front, but farm metalmakers instead)


I'm not dealing with complicated supply lines in Supcom or BAR, though..
+0 / -0
30 days ago
pew ..... as someone who was on board with PA since the kickstarter, i have very mixed feelings here.

good:

The engine and general look of things was ok for what it was used for.Gameplay was ok too. A bit simple, if not taking multiple planets into account. With multiple planets, not really my type of gameplay.


bad:
So many bad decisions let a community die out over what is basically a technical perfectly fine game. Then there is no real balancing taking place. The meta is super simple and greets with 'boring' in many places.

I briefly watched the trailer and with the info of the usage of community money to get it going: This is not getting me hyped.

The idea to combine these 2 gfenres could be pretty cool. Maybe finally, the eco players get a meta where they can exist.


Personally, I gonna keep my money, high expectations and I will wait for something to test.
+0 / -0