TBH the game was unplayable from turn 5 when we discovered that the Ideology wasn't working. We kept going FOR SCIENCE! ;)
node10
Seen this twice now. Yeah, a tad overboard.
Diminishing returns on sensor range would sort this out.
Starbase blocking is rife in the early game: the minors drop starbases deep within your ZoC and often lock out huge lumps of your assets because you can't build any of your own bases near an existing one; in extreme cases they can block chunks of your home system preventing you from setting up your own economic bases (for example). The AI also seems to cheat and is aware of the location of resources well beyond its own explored region of space.
RACE TRAITS * Human 'rush first building' doesn't work if you change the first built structure, even if you've not advanced a turn COLONIES * It's difficult to tell at a glance what's built, what's queued, and what's being upgraded in the colony view. Consider making the various building states more obvious. * Govern Planet sliders only update the build times in the improvement list and not those in the build queue. You have to l
/signed Constructor management in the mid to late game becomes far too tedious - reaching game-killing levels of tedium for me sometimes. It's very much like trying to play Colonization with manual trade caravans; it's the same kind of busy work that the game should be doing for you. Seems a bit silly to justify all of this unnecessary micro simply because the shipyards wouldn't have anything else to do. I don't want to be babysitting every si
UI * Overall feedback improvements needed: If you can't do an action the UI should tell you why instead of just dead-clicking. (E.g., feedback as to why you can't colonise a planet.) * Tooltips frequently clip text. AI * Suspect AI Is able to see into unexplored regions, e.g., targets distant resources with bases. IDEOLOGY * Exporters gives you an extra Freighter but doesn't give you an extra trade route. * Background image for
What he said. It won't be long before everyone uses this Hacker-Jacker trick, if they're not already. Aside from the obvious tell that there's two Hacker Arrays, by the time you start the process it's already too late for anyone else to do anything about it. Almost no risk at all. No amount of Eng Labs will rake in the kind of near-instant profit that Hacker-Jacking will.
[quote who="indczn1" reply="10" id="3529061"] I use upgrades since sometimes I'd rather just maximize output than worry about messing with the markets and risking buying/selling large quantities of resources to profit. [/quote] What risk? With two Hacker arrays and a fair lump sum to start off with you can pick a resource, almost any resource, kick off a few rounds of shortage on it and jack the price up on that resource to the point that no-one else can get
Never bother with the lab. Often by the time you've invested (heavily) in a thing it's no longer a thing by the time your investment should've started paying off, and you sometimes don't even get back the value of the chems you sank into it. Nah. Eng lab offers far too little, far too slowly when considered alongside the other special buildings. Eng lab can work for you in the long term but with things like the double Hacker-Jacker trick effecti
I like the idea behind having an NPC colony to influence play but the current implementation doesn't really work because it's not in your interests to pander to its needs, unless you're already in a runaway winning position. Twice now I've turned a losing position into a draw simply by forcing the colony to fail. The AIs seem not to care about it so you end up disadvantaging yourself by attempting to do so yourself, leaving every other corp to continue exploiting.&
[aside] OP mentioned Hawken. Shame that died. The alpha days were full of vim and promise. [/aside]
[quote who="Obscurous" reply="8" id="3528346"] Campaign: The concept of the campaign system is rock solid. I would like a little more clarity on difficulties between maps. Also seems the randomness of the starting things you can "buy/Hire" can be troublesome. Example. Scientific, you start with solar panels, but no quarries. which mean 10 minutes into most maps you are paying 100+ for power and no way to change that. you can't expand cause it will use more power, so you ca
[quote who="Tigershawk" reply="23" id="3528277"] Quoting node10, reply 22 Hacker array is the fault of a lot of this. Build two arrays, set them to chain-short the most expensive resource, sink 100k into that resource to push the price way up moments before the short effects kick in, then sell for enormous profit and
Hacker array is the fault of a lot of this. Build two arrays, set them to chain-short the most expensive resource, sink 100k into that resource to push the price way up moments before the short effects kick in, then sell for enormous profit and buy all of the things. Game won, more often than not; usually before having reached HQ level 5 (because you don't need level 5 to do this).
"skar vinchercoal any expended"
It would be nice to know the number of players that the game is balanced on. Is it 2, 4..? I agree that it might be best to adjust price movement based on the number of players in the game. 6-8p games are 'kind of fun' but the markets go bonkers and it feels more like an RNG crapshoot than anything more devious and cunning.
The price point is by far and away the biggest turn-off. If the high price point was deliberate to limit purchases then that has to be about the daftest thing I've read this week (and I've read an awful lot of daft things this week).
Just adding another comment on the side of the extra claim for founding late being a bit on the 'too good' side. Staggered awarding of the extra claim to all in reverse order of founding, in much the same way that the Black Market opens, sounds good in principle.
You're better off completely ignoring the colony and going about your usual exploitation because no-one else is going to care about the colony; if you take it upon yourself to save them then you're only handing a greater chance of victory (over you) to your opponents. Yes, the colony may fail but much rather everyone loses than you losing to a rival Co. I like the idea of having the colony there but the fail state that comes with it doesn't work all that well at pres
I have trouble clicking on them as well since they were increased in size.
[duplicate post deleted]
It's not an auto-lose situation going up against Offworld Markets (OM) when you don't have one, but it is much, /much/ harder to win. Naturally, it works the other way as well: when you have OM and the others don't you're likely in for a very, /very/ easy ride. I've already expressed my opinion about the snowballing that happens in the campaign (> here <), for a variety of re
Patent ON/OFF button. Yes please. :)
Yeah, the Goon Squad bitmap billboard is a bit funky.