Neizzle

Neizzle

Joined Member # 4657585
0 Posts 1 Replies 10,080 Reputation

Alternatively, have patents increase the value of your company's stock, since they clearly add value to your business. And yes, when peeps buy you out, they should get your patents too. Having them increase the share price will also prevent this steamrolling/snow balling out of control.

5 Replies 5,331 Views

[quote who="indrkl" reply="17" id="3527813"] one thing is true though, Colony has a lesser effect on the game the more players there are. [/quote] This is the key. We barely notice the colony's effect in a two player game, let alone an eight player game. Cranking up the colony's impact per player will self regulate the market. Increased demand will keep prices higher when the market is getting flooded with something, and it will keep prices lower when

34 Replies 97,414 Views

OM is OP. There isn't any other viable late game option. I've posted about resource converters and other ways to encourage arbitrage / multiple victory conditions. I'm not sure if any of the devs saw it, but I hope they're working on it. Does anyone know how long the beta is supposed to last? That would help us gauge the proper level of fear to maintain. i.e. It launches soon? Damn, this is gunna be one linear game. It launches in 6 months or later? There's enough time to

12 Replies 11,264 Views

Claim reclaiming would definitely make the game easier, but I fear it may undermine a few other mechanisms already in the game. As you mentioned, it would circumvent the underground nukes. So what would be the point of having underground nukes in the game? Who's going to pay $20k to nuke a tile that you're just going to move? This would also eliminate some of the need to upgrade your colony, as you could just spam rush resources with mass adjacency bonuses, then shut the

6 Replies 7,746 Views

I agree with the points everyone has raised, and I'm happy to hear there is a 20% buff being applied. 20% still makes wind power the weakest of all three. But it at least makes it viable. The argument of "it sucks, so it won't get targeted by black market" doesn't make sense, as that's a backwards way of looking at things. If that's the case, why not make wind power even worse than it is?!? Then it'd get targeted even less often! What a great buff that would be to wind

10 Replies 13,055 Views

TL;DR - I think wind turbines need a slight buff because the exclusivity of their nightly power production isn't enough to justify their weaker stats throughout the day, as geothermal, energy storage, and other night producing wind turbine owners naturally eliminate any benefit to be had. -- What is everyone's thoughts on power plant balance? In general: Solar power = 1 power per second; operates for 67% of the game. Wind power = 0.4 pps; operates

10 Replies 13,055 Views

Yeah, as I mentioned originally it'd be a 10% reduction on your colony's net income per second, and would payout this 'dividend' to players who own your company @ 1% per share. Converting doesn't need to affect price. The price will be impacted as soon as you buy/sell on the market. That's the thing... there's technically hundreds of different building types available. The game is good with the basics right now, but perhaps it

6 Replies 4,775 Views

You're right, there are a few different ways to go on this one. As prices can fluctuate from $1-$300 within seconds, having a general bar graph from $0-$500 would look dumb. It needs to show changes in relation to where it is at this time, like a stochastic graph irl stocks. Perhaps an easy way to show fluctuations is if the graph is constantly calculated in relation to it's current price. So if it shows $1, and it's been that way for a while, then it wou

10 Replies 14,940 Views

Yo! (Again, sorry if this is already posted somewhere) I thought I'd start a post for UI improvements that would improve the experience: Rotating Colonies: When placing your first colony, let us rotate the building so we can squeeze those oblong colony types between rocks. Ask 'Are you sure?' for major decisions. i.e. Placing colonies If you're not going to implement 'fog of war' mechanic, hovering over you

1 Replies 2,575 Views

Cool, thanks for your response! I'll comment on your comments in the same format. The dividend cycle doesn't have to follow our traditional Earthly format of months/quarters... it'd be 10% per second, as this game is mostly formatted around the 'per second' upticks. Yes, the top of the screen technically shows "day" with "hours/minutes", but how realistic is it to create a multi-million dollar business within days/weeks? In summary,

6 Replies 4,775 Views

Yes, you should definitely have to absorb a player's debt when you buy them out. I don't think you should have to raise enough capital to pay out their debt though, as players can self-induce debt through auctions, and effectively never leave the game with billions in debt. Players could do this to themselves anyway; sort of like a 'poison pill' to keep themselves in the game. Therefore, introduce a mechanic/threshold in the game that if your stock value is 6

17 Replies 66,868 Views

Hello! These are some ideas I've had after playing for a couple dozen hours. I think these would improve game depth and add more variation to the experience. Colonies pay dividends from their positive cash flow. This encourages stock purchasing earlier and not just spamming @ the end game with hundreds of thousands of dollars. It also encourages players to 'invest' in each other if they see an opponent is stronger than they are. Perhaps a r

6 Replies 4,775 Views