Butterknife, that's an interesting concept. I haven't seen anyone else try to address train congestion by slowing down unloading — good luck! You've got about 3 times as many bases under your belt as I (and I've only got a couple of bases with multiple rocket launches—my ugly 1.0 base with about 160 satellites in orbit), and I can safely say that I'm yet to try to optimize my train network. (My reason for making a 1.1 base was partially to make a good looking train network.)
The Meal wrote: ↑Mon Dec 07, 2020 11:02 am
Yep, I was hoping the flamethrower turrets could get me through to the Laser era, but now I'm thinking I wouldn't make it. I'd have to have my walls hold off waves of attacks throughout all of my blue science set-up, which would then require me to set up full oil refinery (blue science needs sulfur directly, and plastics indirectly through red circuits; and lasers require batteries). I honestly don't see me surviving that.
I've also concluded that I need to push back the bases in the pollution. I'm not skilled enough at the twitch aspects of the game to pull that off, so I figure I'll need some sort of technological assistance. Defender Capsules (and a couple levels of Follower Robot Count) are within range of Red+Blue+Military science packs, so that's my next bee line. Maybe with some bot assistance I can make the required push-back and get back to playing at a more enjoyable pace.
It worked.
(Though I had to make a temporary tiny refinery, boil up 60 plastic, and construct a set of modular armor.)
15 active defender capsules are sufficient for my pushing-back needs, and it feels sooooo good.
Paingod wrote: ↑Mon Dec 07, 2020 11:30 am
I've never used the Defender Capsules and found that while Flamer turrets were really effective, feeding them a flow of liquids got old fast even with trains managing it.
This was my first game making either. I'm thankful for each, as they filled a hole I had somehow managed to dump myself into. Based on my last megabase train world settings, I can see the place for remote flamethrower turrets fed with FT ammo trains, but I haven't actually implemented that. I anticipate some of my far flung bases in this enemy expansion rail world will need exactly that kind of defense.
The combat order could use a revamp to make everything useful at different stages. As it stands, when you get Artillery it's pretty much immediately made obsolete by the Spidertron. I felt the same way about flamer turrets. They're nice, but the hassle of fueling them made them inferior to laser turrets.
Artillery is defensive (in my mind). It keeps your immediate environment outside your walls clear of new bases. Spidertron is offensive. You have to actively use it to hunt down enemies. I see a place for both. Flamethrowers filled a needed hole in my current game. I think you're right that for a more general playthrough lasers make more sense (and obviously lasers fill a long-term role throughout the game).
Machine gun turrets to start > Buggy with machine gun > flamer turrets (unpowered, with fuel canisters instead of fluid lines) > (add unpowered mortars) > laser turrets > (add a medium armored car with non-explosive shells) > artillery > tank (with explosive shells) > and finally spidertron as the pinnacle.
Then you could go out into the wastes and drop a bunker with machine guns, flamers, and mortars that could tackle biter bases, while using lasers and artillery for long-term engagements (home defense).
I dunno. Just thoughts. The core of the game for me isn't about combat, but the times when it had to be done I wished it was a little more varied.
That sounds about right to me. I think the defender capsules got a major overhaul at 0.17 or 0.18 (just before 1.0, anyway), and I had never been put in a place where I needed them. They also fill a niche for some of your initial push-back efforts.
The janky Radar array: looking at the map and seeing a tiny pockets where pollution is being absorbed faster than the surrounding area. This told me twice last night that I missed a biter base (or a new one was spawned) in areas I had thought were clear. The third time I went charging over to kill the new biters it turned out to be a grove of trees.
Useful! I don't tend to grab wide swaths of new territory (and I'm pretty good about maintaining good radar coverage inside "my" area), but this does sound like it'd be a nice fall-back.
My saving grace (uh, I should look into that overproduction of yellow ammo though...):
Results (and future plans):