u/PilotedByGhosts

Image 1 — POV: Our starter neural-quantum processor factory
Image 2 — POV: Our starter neural-quantum processor factory
Image 3 — POV: Our starter neural-quantum processor factory
Image 4 — POV: Our starter neural-quantum processor factory
Image 5 — POV: Our starter neural-quantum processor factory
Image 6 — POV: Our starter neural-quantum processor factory
Image 7 — POV: Our starter neural-quantum processor factory
Image 8 — POV: Our starter neural-quantum processor factory
Image 9 — POV: Our starter neural-quantum processor factory
Image 10 — POV: Our starter neural-quantum processor factory
Image 11 — POV: Our starter neural-quantum processor factory
Image 12 — POV: Our starter neural-quantum processor factory
Image 13 — POV: Our starter neural-quantum processor factory
Image 14 — POV: Our starter neural-quantum processor factory
Image 15 — POV: Our starter neural-quantum processor factory
Image 16 — POV: Our starter neural-quantum processor factory
Image 17 — POV: Our starter neural-quantum processor factory
Image 18 — POV: Our starter neural-quantum processor factory
Image 19 — POV: Our starter neural-quantum processor factory
Image 20 — POV: Our starter neural-quantum processor factory
▲ 389 r/satisfactory+1 crossposts

POV: Our starter neural-quantum processor factory

Here is the 'GearWorks' NQP factory, producing 12/min. It is supported by a nearby Reanimated SAM/Ficsite Trigon facility and a water bottling plant that recycles 2062 water bottles a minute and has an elaborate system of buffers, smart splitters and priority mergers to ensure that it runs at 100% and nothing backs up.

GearWorks has four train stations and imports caterium and copper ingots amonst other things. It also processes imported oil on-site to produce all its plastic and rubber, with excess 292 Rubber and 232 Plastic being set to the train station for later use. The most complex items imported are time crystals and ficsite trigons, and everything else is created from first-level processed goods (i.e. ingots and silica).

Most of the intricate detail, prop design and placement was done by Boring, who did an amazing job and deserves more credit than an anonymous mention here, but he seems happy with that.

u/PilotedByGhosts — 5 days ago

[EDIT: I intended this to be read as any adjustment to health/damage, be it to the player or to enemies]

It was introduced as a way to get round performance limitations and it should be retired.

In Doom (1993), harder difficulty just meant more enemies. The enemies behaved the same and did the same damage, there were just more of them [Nightmare mode excepted]. Playing on Ultraviolence was a huge adrenaline rush from start to finish.

Within a few years, that way of increasing difficulty had died out.

But why? It was the move to true 3D that did it. The first few years of true 3D games had tougher enemies and less of them, because the computers couldn't handle displaying as many entities as in the pseudo-3D Doom days.

Good examples of this include the difference between Blood and Blood 2: the first game was frantic with enemies, and the sequel (by now true 3D) was much slower with sparser enemies. The first Unreal is another example: bullet-sponge enemies and never more than three at a time.

Now, we have computers that think nothing of displaying thirty full-3D on-screen enemies at 120fps, so why does increasing the difficulty still make fundamental changes to how the game is balanced, instead of just giving us more things to fight?

I expect that it's because changing the number of enemies is more work than simply tweaking damage levels, but as a proportion of work put into a game it's surely a drop in the ocean.

Are there any other reasons why we've never gone back to the old style of increasing difficulty?

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u/PilotedByGhosts — 21 days ago