The problem with the end game is that players who acquire others only have upside. In many cases, there's a a bit of reconfiguring of facilities but that's somewhat innocuous in the grand scheme and not detrimental to stock price. What's needed is a counterbalance to the upside, and a mechanic to keep the stock market competitive. This should come in the form of a property tax. Each time you acquire a company, you should be taxed an amount proportionate to the amount
MrCompletely
I'm sorta over games with units that shoot each other now. What's the point if you can just amass enough wealth to buy out your opponents? RTS is dead, long live RTS!
[quote quoting="post"] So again, I think it's necessary to be able to enable/disable patents you own without needing a patent lab to do so. Thoughts? [/quote] This 100%
ah yes, my bad, I was on mac, but still exciting to see it there.
If you're spending power producing materials without value or have a vast stockpile, by all means disable if the power is too costly. You can now just shift click buildings to toggle power on/off.
Noticed that OTC is currently #9 on the top sellers list. Congrats to Mohawk!! Looking forward to stomping some noobs.
[quote who="indrkl" reply="7" id="3525474"] the problem with intentionally taking debt is that it can be easily countered by just buying him out last for 0 $. [/quote] This all makes sense, but perhaps if a players debt is acquired with purchase, then there should also be a lose state where players can go bankrupt and drop out of the game when the stock prices reaches $.01. Then perhaps their assets can go up for auction, or are divided among players who owned some of
Not sure if this works, but was thinking that if you own the nanomachines patent, would it not be quicker/more efficient to scrap frozen buildings and just rebuild them, as long as the frozen cooldown is greater than 20 seconds? Havent been able to try this, was just daydreaming and thinking of strategies/tactics.
i think acquiring a company for it's patents is an extremely strong rationale, and that patents should apply universally to all of your assets; after all, this is a real world scenario where IP holders are acquired for their patents all the time. if you're about to purchase a company with a ton of debt and no cash, it's probably an indication that you're about to acquire a ton of deficient workflows that need to be optimized. A cheap acquisition is a tradeoff, you&#
I've been trying to have a stable economy before I hit level 4, meaning I'm cash flow positive. I feel like if you expand beyond level 3 and you're losing money, then you're expanding too quickly. So my overall strategy, as I continue to learn the game, has been focusing on getting a stable economy. It seems like energy is usually pretty valuable in the first half of every game I play, so I also focus on being energy sustainable by level 2.
If I build a patent office, research a bunch of patents, then scrap the office for another building, do the patents stay active? I would assume so because you can win patents at auction without having access to the patent office.
Soren mentioned on the Qt3 podcast that Stardock is developing it's own Battle.net style service which they expect to ship with the game as its online/mulitplayer hub.
what if there's a dividend mechanic , where if you own 1 or more shares of any other company, you get a dividend based on their earnings, so if you owned at least one share of the top player in a match, you're at least getting some periodic income to work with, and hopefully keep you in the game. Maybe there's another mechanic where you have to split your stock if you exceed a certain value (or maybe everytime you acquire another player), where you have x multi
First off, I'm LOVING this game, I put 15 hours in over the weekend and have a ton of thoughts I want to share. One of the first things I would recommend is a UI element to visualize all of your assets in one place. I find myself spending way too much time clicking around the map to change the settings of my buildings. Especially if I'm playing scientific, the buildings are spread around and it makes optimization very c
Alot of people have suggested that we should be able to start FFA games with 50% allegiance and cease fires in effect. i love that idea.
[quote] There should be cake ... [/quote] The cake is a lie.... The satisfaction in this game comes from the main course not the dessert. I'm still considering myself a noob, but last night in my first real 4 faction game, 2 teams, my partner AI and I were in the enemy's final gravity well, pounding away at their planet, when I declared war and turned my fleet on his. That moment was better than any ending CGI movie.
When playing, I frequently pause the game to get up and take extended breaks, and then return, sometimes an hour later, and simply unpause and keep playing. Of course, you can still manipulate the map, and you have limited functionality, so technically, you could still be 'playing'. Does the clock that measures gameplay continue to tick while the game is paused?
[quote] Rule 1... If your planning on playing online. never give out how you start, that gives your enemy the ability of countering you and catching you with your pants down. [/quote] I put my initial credits into researching belts and elastic wastebands to counter any chance of that.
I usually only upgrade capital ship commanders when I anticipate building a cap ship, otherwise, it's just wasted credits. Likewise, if you boost your fleet upkeep before you need the capacity, you could end up spending more than you need to. Just keep an eye on the fleet cap and when you're getting low, boost it up.
I'm a new player, but I'm VERY intimidated by multiplayer, and don't see myself trying it for a while. I'm intimidated by two main factors; the amount of knowledge and experience people have on these forums and the amount of time it takes to play a game. It seems like you need to set a day aside to play a good full multiplayer game (without saving and returning, of course).
some great beginner tips in this thread, I started over once and I believe I'm doing well, but now I may have to start over again!
you still do need to build the capital ship factory for 1000 credits to get that free ship though, correct ?
[quote] It's fine that their strength is adjusted, but how about the frequency? In a small game on slow I end up fighting pirates and no-one else. [/quote] I'm playing my first game now, and I've only fought pirates, save the rare advent scout that have skims through my systems. They also seem to go right for the trading posts, whats the rationale behind that ?
If you wipe out all of the pirate base(s) in a galaxy, are they gone for good ?