Since the developers are looking for feedback on the campaign specifically, I spent a fair amount of time over this past weekend playing through the campaign (challenging difficulty).
General comments:
- There is a rather large discrepancy among difficulty among missions.
- Please change the color on the AI that is similar to the "available missions" white color. I kept trying to start on those areas, and I couldn't because it looked open.
- I assume its known, but the indication of winning the campaign is lacking.
- Some of the perks are far superior to other similar perks. For example, 100 goods vs 100 water. The goods provides an almost instant upgrade by selling, or plunk down pleasure domes or multiple hacker arrays for easy profits.
- its difficult to catch up once the first mission is lost. Puts you far behind the opponents and you lose out on perks.
Colony Specific:
Robotic: Significantly easier than the other types at the same difficulty. Many of the missions were over very quickly, as its very easy to make a pile of cash off steel/aluminum and buy a ton of stock early. Rarely got past colony Probably too easy to acquire power perks considering the robotic only requires power.Maybe I just got lucky with the perks for winning?
Scavenger: The first couple missions were more difficult, depending on the colony type matched up against. Robotic/Expansive were hardest. Scientific stagnated a few times at level 1. Scavenger became easier as more perks were acquired.
Expansive: Failed several times at expansive at all different points throughout multiple campaign trys. The matches dragged out quite a while. It was difficult to generate cash to buy out competitors. Early missions were hard because there was always something interfering with cash generation, whether it was power, steel costs, or life support. Fuel was almost always a very large drain as well. Producing life support didnt generate cash, merely removed the debt hemorrhaging. Later missions were hard as well because I never found a reliable way to generate cash from resources. Many of the staples, aluminum/steel, had the market saturated and suppressed. The life supports were unreliable as well. I found the "balanced" nature made it harder to generate a sellable resource as it was very easy to run into a problem somewhere. Either too much debt from expensive life supports, power, etc. or everything became overproduced. Either way, it led to long drawn out matches where I lost becuase I didn't get the offworld. Or lost because I hadn't invested enough into goods/glass/etc to take advantage of higher prices.
Scientific: I won not too long ago with scientific by taking advantage of the patent perks. Can skip alot of the basic building boosts and spend the income boosting steel mines/glass mines etc.