[quote quoting="post"] I'm not pushing either for or against autosell. But if the autosell feature is implemented, it can be fully accomplished without any extra UI. To switch on autosell, the user sells 100 units when he has 9 or less units in his inventory. This matches the existing behavior of players - players already do this precisely when they want autosell on. It is triggered voluntarily, and can be avoided voluntarily. Autosell is turned off by buying any quantity of that res
Zultar327
I would also argue here that the fun of the hologram/spy interaction comes from fooling other players, and that same satisfaction isn't going to come from finding the line that fools the AI consistently (if it exists).
[quote who="kingmorgan" reply="3" id="3622698"] Add my vote for Masquerade. Its much worse when there are 2 good players and 2 randoms. Its a 1v1 BM battle with 2 AIs. [/quote] ^This
[quote who="TerranWarrior" reply="29" id="3620625"] 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 the
I think there's a disconnect here with the expectations of the monopoly. It is generally understood that there are alternatives for obtaining resources and prices eventually dropping, and the goal isn't necessarily to actually make extra money on the "monopolized" resource. However, much of the time forcing these alternative moves will allow you to gain an advantage in another area, as there is a greater cost associated with say setting up an advanced building to acquire a pr
[quote who="Cubit32" reply="10" id="3619903"] Personally I'd rather that the game gradually trade resources over time, at a rate up to 10 units/s. For example, when a player sells 100 units, the game will automatically slow-sell that resource until 100 units are sold and vica versa. It seems unrealistic that you can instantly trade huge amounts of resources. Generally I'm all for any features that turn the game away from reflexes and toward wit. I'm not sure the de
Blues basically covers what I would have to say on this topic, I just wanted to chime in to reinforce his assertions (I also have hundreds of hours of experience in OTC). I will say I once argued in favor of an auto-sell button for any/all resources instead of just power, and I still think I like the idea. However I don't think that, or shutting buildings off that are "unprofitable" should be the default state. I also really want to drive home this point that all ne
Talk about a necro. Anyways. "Lucky" has very little to do with how much you have in funds, barring a bad surplus or dust storm. It is quite possible you're opening up weaknesses for yourself by not defending yourself before upgrading too far, or that you're simply not playing out the early game in an effective fashion. Most players on this forum will consistently destroy manager difficulty AI, but without knowing details of the match it's difficult to provi
I can be there Soren.
I'm obviously still around. Going to need at least an hour warning this time around if you want me to broadcast.
As a follow-up, it looks like other advanced buildings are arranged correctly.
Doesn't scavenger have the highest win rate in QM?
Money is best invested, not hoarded. The black market is a powerful tool, use it early and often. Use [Tab] to keep an eye on your opponents. Take care when upgrading. You will be more vulnerable when low on money. Secure Upgrade resources early. They will allow you to expand your corporation. The Offworld Market is a great tool to finish games when prices have fallen low. The Patent Lab offers unique abilities to your corporation, but only one
I haven't ever seen this before. But I can tell you there is no way to reconnect to a game.
Bug starts ~10:45. This was an interesting one.
The start of my tutorials. [video]https://www.youtube.com/watch?v=XhrO-9tFgPQ&index=1&list=PLPVgQTXUhS4NGW-pnQTdaAxdpAEomIDZ8[/video]
My thoughts. Feel free to yell about how wrong I am below. [video]https://www.youtube.com/watch?v=yUm2wuQTJPo&feature=youtu.be[/video]
With any luck whatsoever my actual tutorial series will start going up tomorrow. I'll drop a link here assuming I'm productive enough tonight to get it done.
One of the more useful compilations of information I've seen about a slightly obscure mechanic. Thanks for putting this together.
Day 4 [video]https://www.youtube.com/watch?v=YuZkVVwYl_A&list=PLPVgQTXUhS4P7kP-akDVYpvZ9vLriCq1G&index=12[/video] [video]https://www.youtube.com/watch?v=7it3M0YzGOQ&list=PLPVgQTXUhS4P7kP-akDVYpvZ9vLriCq1G&index=13[/video] [video]https://www.youtube.com/watch?v=lgzv2MkXwUI&list=PLPVgQTXUhS4P7kP-akDVYpvZ9vLriCq1G&index=14[/video] [video]https://www.youtube.com/watch?v=fa-PM7bQIwo&list=PLPVgQTXUhS4P7kP-akDVYpvZ9vLriCq1G&a
Didn't say it was a good move Gameslayer. But FFA in this game you'll often see people make bad moves that kill themselves and the person they're targeting. No need to provide more options for that. Also, I don't see much point in playing the original mode if it's going away, and multiplayer games in next_version being so scarce is what led me back to the current release. I'd love to see how much impact the changes in next version have on something like this, but that
Not playing the game again in its current state. Selling out of stock as it stands now is a cancerous mechanic. If I own my stock, and someone buys it and sells it, that stock goes back to being neutral. This allows someone else to swoop in and take it for half price, making it even easier for two people to gang up on one and take them out. The one can't effectively fight back, because selling out of a large amount of stock costs so much more time. A change needs to be made to this. I don
[quote who="InSyncOTC" reply="52" id="3605157"] P.S. It's funny how in this debt-rant thread people discuss the loopholes that allow circumvent the rules and trade debt for cash instead of adopting the intention behind the rules. If that's not a perfect demonstration of how much players really like the whole 'avoid debt' idea, I don't know what is. [e digicons]:)[/e] [/quote] It's not about avoiding debt, it's about winning.<
[quote who="InSyncOTC" reply="45" id="3604974"] Quoting Jaiwera, reply 35 Tighter debt has problems from micromanagement, not because the inherent idea of disallowing debt is bad. If Cubit's idea of forcing the highest price resource to be sold was applied to tighter debt, then maybe tighter debt would be less ridiculous, an
[quote who="Cubit32" reply="29" id="3604444"] the game could automatically sell your resources to pay the interest, starting with the highest priced resources. [/quote] This discussion blew up more than I expected to. I think this would be terrible for the game because it adds the possibility of getting stuck in the mud and unable to do anything. Avoiding that situation is the primary reason the debt mechanic was added.