Hi Mohawk,
Several days ago i bought your game on steam after seeing it for the first time from a letsplayer. I'm really liking the game because of the dynamic and unpredictable nature of every individual match and the indirect way in which players compete with each other. I do have a few gripes as I'm a bit of a realist and like games that mimic RL. A few aspects of the game seem a bit too gimmicky because of this.
First of all, the volume of a resources has no effect on the mobility of the price of its resource. Electronics and Water will rise in price when the same quantities are bought. In my opinion this is just not right. Water is minimally produced at a rate of 1.0 units a second, whereas electronics is minimally produced at a rate of 0.25 / s. Therefore the price of high volume goods (water, iron, aluminum, silicon, carbon) should move slower than the price of medium volume goods (oxygen, food, fuel, steel, etc) and a lot slower than electronics. Prices for high volume goods should be a lot less mobile than they are currently. Additionally shortages/surpluses have more of an effect on low volume goods than high volume goods. Additionally resource prices should in my opinion be more or less mobile depending upon the number of players in game.
I would also like to request an overhaul to how power works. As it stands a company can draw power from the ether at the cost of increasing their debt. Conversely a player can easily overproduce energy and reap huge profits almost instantly (with 3+ tiles of solar and superconductors) even though none of the power is actually being used which makes it as though power is an easily store able resource which is not the case IRL. This is what i want to suggest: Civilians produce a set amount of power themselves which is supplemented by surplus power from auto-selling players. This would make power a much more sensible and realistic resource. Companies can not profit from power production that exceeds public demand, though they can (like pleasure domes) increase their share of the profit by having a larger surplus of energy. As a natural consequence, companies can not oversell energy and companies are paid out according to the amount of energy provided to the public pool and limited by how much is drawn from that pool. Additionally companies that receive + generate less power than they need (because not enough power is supplied to the public pool) descend through 25% debuff tiers to production the longer that they suffer from a power shortage (<75% power) like 15 seconds per 25% and they must climb back up to 100% production after restoring 100% power (twice times as fast as going down).
These are currently my biggest gripes with the game but in addition to the former the following requests I'd also like these, just not as much.
obligatory list of feature requests:
- A tab overview (an overview that covers the screen when you hold down tab) that shows you the global production of every resource, your share of it and maybe even a breakdown of who produces how much of what. Additional information can also be here, such as the sum of all stockpiles for every resource and graphs of the production of every resource over the course of the last 144 seconds (that show up as you mouse over the resource.
- Post game graph for the total money supply (ie. the sum of everyone's cash plus the total value of owned stocks/resource stockpiles minus debt) and the total supply of every individual resource (ie, the sum of all stockpiles + resources tied up in structures & HQs + the amount of resources that can be bought from the market before reaching a certain price point like 200$ or 500$)
- Graphs representing the total production rates of each individual resource.
- Zoom in and out of graphs in the post game report.
- A time line for every player that shows when they finished the construction of individual buildings (and which type they were), when they scrapped buildings, when they bought someone out, and other important things like that. Some boxes to tick to show certain types of things (shortages, quakes, surpluses, buyouts, etc) on the time line, too.
- Ctrl+Shift clicking automatically scraps a structure and replaces it with the one currently on the cursor with a single click.
- Hotkeys for actions like repair, auto supply, shipping resources, etc.
- Custom hotkey binds.
- Hotkey documentation
- Any documentation (imo the wiki doesn't count at the state it is in right now)
- HQ models that look bigger and fancier for every HQ upgrade
- An option somewhere to automatically have auto-supply turned on or have the ability to turn it on, before a structure is built.
I would also like the following gameplay changes:
- Scrapping takes 50% of the time of constructing and by default refunds 50% of the invested resources. The nanotech Patent additionally eliminates or reduces the scrapping time.
- A patent (Printed Buildings) that decreases repair and construction time.
- A patent (Forecasting) that gives warnings of random events like solar flares, dust storms and marsquakes.
I'm loving the game so far though so keep up the good work!