Good rebuttal. Let’s examine another in-game situation that exists when a single player has sole control of in-game iron production and there are no in-game alternatives available (i.e., assuming they obtain the slant drilling patent, there are no other deposits, no new ‘iron discovery resource tile’ ever comes up for auction, and they defend their iron mine with a goon squad). If the player w
StarPrime
[quote who="Zultar327" reply="3" id="3619718"] 2) You're right that you almost never want to produce at a loss based on true market prices and, for that reason, auto-supply's current behavior can be seen as just a layer of tedious micromanagement. As you've mentioned, though, current market prices don't represent true values due to stockpiles, so there will be cases where producing at a loss makes sense. Producing at a loss when you have a monopoly (or near-monopoly) on a
So much for me not responding [e digicons]B)[/e] . It sure is fun talking to you guys on the forums. I didn't mean my comment to sound like I would never be back as some might have interpreted it. My experience on the forums makes my spending $19.99 on the game even more enjoyable. As I said, the game does have a great community. I would gladly work all day as a mouse-clicker laborer if someone paid me enough to make up for other beneficial uses
Thanks for your feedback. I should have been less wordy and more concise. I apologize. I did go back and reduce the font size and spacing between paragraphs. I realize most people have already read the post and this won't be much help, but at least it might assist any newcomers. My previous reply is much easier to describe and understand with graphs, as a picture is worth a thousand words, but then again it may have been even more offputing. As for a specific 1v1 exam
I believe I saw Soren Johnson mention in a reply to one of our posts that the next beta release would be out this week. I also learned that a livestream from Mohawk Games is available on Thursdays via Twitch. I hope to be able to watch it and learn more about the team and game. Before the flow of discussion passes to the new build and the Thursday show later this week, I would like to give one final (I hope) all-encompassing explanation and example as
To blackmagic1: All valid points. I do feel it would be an interesting exercise to compare in the long-run over the course of several games with the same player whether the auto-sell option would result in overall higher profits than players selling the resources manually at the time they best feel will result in the maximum profits. <sp
Just another quick idea players might find useful: I mentioned the below initially in section 4 of my original post and include it here to prevent needless scrolling: "
To indczn1: I'm unfortunately squeezed for time at the current moment and don't have the amount necessary to give your insightful strategies the analysis they deserve before I make any in-depth comments (from a newbie's perspective). I will probably add to (but not otherwise modify) this post in the morning once my time is less scare, so please don't be a st
I'm not trying to promote my own post, but after playing a short game - and winning - today, I made an interesting observation regarding Auto-Sell. On the after-game summary screens, which I realize may be a work in progress, if one chooses 'Resources' and looks at the 'Auto-Sold' column, not only is 'Power' listed, but there is a cell for every other resource a
Also as a brief comment, I would like to discuss the topic of the feasibility of my suggestions being implemented this late in the beta process. As someone with a not insignificant experience with C,C++,Java, and -x86 MASM (though nowhere near that of an experienced game programmer), I can say that with the logic and toggle switch art already in plac
To MantisStyle: I like your ideas regarding the implementation of the auto-sell mechanic and your pondering of ideas relating to storage. I hadn't thought it out so thoroughly and now see how it may in fact needlessly complicate the game - I am still unable to envision how large a warehouse the HQ would need
To Cubit32's first reply: It is certainly nice to find common ground with another player who sees the benefits of auto-selling and auto-buying upon the game's mechanics and overall 'feel'. I don't believe their implementation would make the game more complicated; in fact, I feel quite the opposite r
To Jaiwera’s first reply: I was incorrect about the game's reversal of surplus and shortage. Thanks for pointing this out. <span style="line-height: 107%; font-family: 'Calibri',sans-serif; font-size: small; mso-ascii-theme-font: minor-latin; ms
Offworld Trading Company Fundamental Critiques and Suggestions for the Game <p style="margin: