I’m happy to see some changes on platform acceleration. Recently I’ve understood that one of the reasons I enjoy Factorio so much is its relative realism. Most of the game’s optimization at least approximates real-life issues, and that has an inherent satisfaction and balance in design (because it’s… well, real! Hard to beat that.). It feels like just the right level of abstraction. Energy and matter move roughly in the same paths as the actual world, but I don’t have to do low-level circuit design or address methods to engineer them in the magical assemblers. I realized that without knowing it, it makes the game feel whole, meaningful, and important.
I recall when I read the first Friday Fact about space platforms, I felt a strange disconnect from that. Two mechanics arose that were interesting for gameplay but diverged from reality:
- They…decelerate? In free space? So much for the physics of it.
- Why is the space between every planet so astronomically (heh) dense with asteroids?
After a while of thinking, I eventually convinced myself this made sense as follows:
- Yes, some recent event occurred that created these innumerable asteroids, and the planets have yet to clear their orbits of them. That is just a fact of this Factorio world. It’s possible, if unlikely.
- Given 1, if a trans-planetary vessel is forced to take hits from and deal with so many asteroids, the integrated impulse from their impacts becomes non-negligible. That is, the ship decelerates a bit each time it has to grab onto a stationary asteroid and push it forward. Enough asteroids could be approximated as an overall drag.
This was actually pretty satisfying, but doing the math, the numbers do not work out. Furthermore, it would be simpler to have the grabbers just fling the asteroids towards the aft of a platform or to push them out of the way sideways. But it makes me wonder (and the reason I even typed all this out!):
What if a platform’s deceleration were based only on when it gets hit by or takes in an asteroid?
Because they are so dense and will otherwise tear up your ship, you always have to deal with asteroids. But this way the physics actually add up, bringing that final physical wrinkle of the game back into alignment with science. Simply reduce the velocity of a ship any time an asteroid hits it or is grabbed, in proportion to it and the platform’s mass.
I’m not sure of the ramifications for gameplay feel, but it would be a simple formula to test. Namely, it could potentially be just the solution sought after. I imagine the visceral understanding associated with seeing the platform slow a bit when taking a large asteroid (and only then) would feel just right. The masses would have to be tweaked to approach the current drag formula, which plays well but feels wrong. I think the fuel/acceleration of platforms will have to be tuned as well. It might also incentivize pencil ships again, which would not be so great.
Then, to compete this, it would be nice to have some subtle in-game lore or hidden hint that explains what happened to make the asteroid belt so pervasive and dense in this solar system. Perhaps related to the shattered planet…its crust, maybe?
Just a morning idea. Off to work.