First of all - amazing job. Gonna keep this brief but just think the game's growth from the first day of EA to release has just seemed (from the outside anyway!) just perfect. Even if this relatively niche game doesn't gain the mass appeal it deserves, I think people are going to look back on its development as an example of an early access success story: iterative but not meandering, focused but not rushed. Anyway here are a couple of super minor UI things I
Cerzi
One thing I'm learning about the offworld market is just how much of an investment it can be in some games. Sure, if building material prices are worthless, you absolutely should look to get your launchpads up asap (same goes for upgrading and building generally). But sometimes they can cost upwards of 100k to build, and the more profitable items to launch require a hefty cost up front to stock. Plus fuel prices can be expensive. And the more obstacles like these there a
I think the sabotage resistance does need to be tweaked for scientific. With it I just feel they're too strong, and I'm saying that as someone who mains them. Even if you were to get rid of it completely, the research speed alone, combined with their unique production, makes them very viable in my opinion. Played a bunch of 8 player games this morning and was able to do my patent build every single time, in which I rush a patent lab, grab slant drilling ->
It probably bought the resources so quickly before sending them off that you don't even see them appear in the stockpile? Kind of like how AutoSupply works (except it currently doesn't work for Offworld Markets as far as I can tell). If the AIs funds weren't going down right as a new launch began, though...
I mean, EVERY industry requires cash to auto-supply resources. The only resource consumption that adds to your debt is lifesupport solely from your HQ consumption, and power. Like, if you have farms set to auto-supply, but have negative water, the farms will use cash to auto-buy water just like any other industry... So I don't really see what you're saying, unless this is just a confusion. AutoSupply works equally for all industries. Simply sell a few thi
Yeah, point is if you build life support production you're basically mitigating your debt, whereas if you build other production and use autosupply you can get a full cash return on your production, and take on a bit of harmless (if careful) debt.
It's actually the opposite... It's much more benficial to gain debt than lose raw funds, and as a result it's usually better to not produce life support at all in the early game, to instead focus on building materials. You can afford to take on a chunk of debt from ignoring life support for a bit. You have 2 options - either purchase more O2 at a time so that there's enough to fuel your HQ as well as your furnaces. Or simply turn on AutoSupply on your furna
The single player campaign provides an interesting twist on the game. Anyone else think it would be perfectly suited to being a multiplayer tournament mode of sorts? It would be great in a kind of play-by-email style format, where everyone has 24 hours to play their games (or however long they agree upon), with the campaign tracking progress over the course of a week or so. And, of course, being able to participate in multiple MP campaigns with different people simultaneously. &nb
Yeah, I totally get that. If something like this was implemented it would have to be for the sake of letting the player get the important info they need as easily & cleanly as possible (again, all in the name of opening up the late game by providing the tools to get more done in the same amount of time) - you definitely don't want something that encourages the player to stop what they're doing and peruse a load of arbitrary game stats while their base falls apart*. So
Happy to help! This is what they did with Sim City: As bad as they messed the game up, they did a really nice job with this. You can select from a massive load of options on what to display, from stuff like happiness levels, land value, employment rates, crime etc etc. It's basically a combination of a sort of ground 'stain' effect that puts blobs
doublepost derp
I had exactly the same thought earlier, and I think it'd work well in theory - but it might seem a bit odd from a gameplay perspective, for everything to slow down. I mean, if it was the way the vanilla game functioned, I feel like it would at least need some kind of believable reason to be happening... That was my main concern when I was considering this. Having said that I definitely agree that late game is a problem. Like I said in my thread fu
That ended up being a bit of a wall of text, sorry!
Following up from my initial impressions I posted on reddit: ( http://www.reddit.com/r/Offworld/comments/2vpsik/after_a_few_hours_play_i_love_it_here_are_some/ ) This game is still exciting me massively, so I've decided to collect some more thoughts on things to post here now that I've had a bit more experience. <span style="font-size: sma
Personally I love them for the reasons you hate them - they have a permanent effect on the landscape which causes the game to shift unexpectedly, and forces players to adapt. I do agree that they are extremely powerful though. A simple change would be to have them only reduce 1 level of a tile instead of 2, so that they're not quite as devastating. But there is something cool about nuking away the planet's resources to create supply shortages.