Feedback after a few weeks away.

First off, I like to thank the Devs for making so many quality of life improvements since I last played. The UI is much cleaner, looks much better, and information is easier to ascertain. The changes during the scanning phase seem like a nice compromise.The graphics are improving, too.

I played roughly 10 games over the weekend, FFA skirmishes with 7AI.

- Scientific: With the new information display combined with the delay due to shipment, the colony can have a net resource (e.g. food) gain over time, yet have a short term shortage causing debt accumulation, that doesn't get shown next to the resource on the UI. Not sure if there's an easy way to show both?

- Thanks for fixing the resource shipping for scientific.

- Seemed that a majority of matches a Robotic AI ran away with upgrading colony size getting to level 5 while everyone else was under 3. Likely attributable to not needing glass to grow, nor needing life support. Probably a bit much since robotic is so streamlined for colony growth with respect to production; iron--> steel, aluminum, power.

- Putting all the upgrade buildings other than off world launch to level 2 is interesting. I think the hacker array is nice to have access too that early, and creates an interesting strategy promoting specialization. At the same time, it adds to the feeling that colony size 3 and 4 are a bit filler-ish. However, I foresee issues since, in my opinion, the hacker array is easily the best "win" building. The off-world just costs so so much and is vulnerable dynamite. Easier to just throw down some hacker arrays and manipulate shortages in the price of goods/glass and sell the production for huge profit. Safer too. The progression winning via hacker array is smoother to level 4 with earlier access, but its still not practical until you have enough claims to outright abuse having 2 of them and sufficient specialization in something to offset the cost.

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Reply #1 Top

The off-world just costs so so much and is vulnerable dynamite. 
End of quote

 

I haven't played enough to really know, but when I built Offworld, I threw a Goon Squad on it and it seemed to work indefinitely...  Seems like an easy solution.  (?)

Reply #2 Top

Does the goon squad work indefinitely? I thought it went away after defending once. Maybe its changed in one of these updates. If not, its a pretty easy choice to blow it up in a FFA since the resource cost can be $100k+ (500 steel 100glass 100 goods), and dynamite is almost always far less.

Reply #3 Top

Quoting indczn1, reply 2

Does the goon squad work indefinitely? I thought it went away after defending once. Maybe its changed in one of these updates. If not, its a pretty easy choice to blow it up in a FFA since the resource cost can be $100k+ (500 steel 100glass 100 goods), and dynamite is almost always far less.
End of indczn1's quote

Yeah, not sure - I guess probably not.  In the game I did it, the Offworld never got knocked down, meanwhile the AI was constantly EMPing and dynamiting my other stuff.  I guess I thought that it got defended several times, but maybe they made bad targetting choices, or maybe the AI psychically knows which building is protected and avoids it?

Personally, I kind of hate the Black Market.  I'm going to try some games without it.  I'd like there to still be the ability to purchase claims, and auctioned pirates are fine (and not part of the Black Market, I know), and for some reason I don't mind mutiny as much (mostly because it's one tile, doesn't last that long, and doesn't require any action to get it back), but it is so lame to have half of your buildings frozen or damaged because you're in the lead.

Reply #4 Top

Every Skirmish I had won was because of the Off-Worlds. The hacking gets more expensive over time and takes a long time to work a resource. If I have a ton of a resources it also drives the price down to quickly when I sell so I only can sell 300 units before it is really starts getting to low of a return to be worth while.

The Off-World Shipment can make 70k each time you send something out.

 

I constantly place goon squads on the offworld shipment as you know the AI will try to hit it and then you steal their dynamite or EMP and then purchase another goon squad. I feel as though in a multiplayer game this will work drastically differently.