related: https://forums.offworldgame.com/461954/page/1/#3528685
rlk5247
The colony acts as a price cap in single player games. Instead it should act as a steep demand curve. prices rise on missing goods until the colony runs out of money then it collapses. the colony can convert inputs to outputs freely (daily) to gain equity and remove arbitrage. right now, 50 for food is too expensive, but if it could convert water to fuel at profit of 100 why can't it aford more expensive food?
Futures as I described above would provide a rich set of strategies: profit by selling futures and delivering at a lower price profit by buying futures and selling at a higher price lock in profit by buying futures and selling them at a higher price (and the converse) lock in profit by buying input futures (iron, si, etc), producing goods, and selling output futures (steel, glass, etc) the mechanic is
A futures market would include an agreement between two players for a qty of a resource at a specific price for delivery on a future day.
My lobby list is growing with lobbies that have no host or users. They have existed for a few days. Connection errors appear after joining them and your name never joins the player list. The first one is "Lobby for new players". If you idle you can see people entering / joining.
Host reassignment is an excellent feature. [e digicons]:thumbsup:[/e]
Yes there are many ways to do it. It's a great feature for private games but not so much for public games. A checkbox for allowing handicaps that defaults to off is good too.
Im noticing an unfortunate trend where users are switching to applicant level right before launch in multiplayer games. The result is that one or two players would leap ahead and steam roll the game. I didn't even know it was possible until I played a 8 person ffa with one player at $25 and the rest at $7 - moused over his company and saw applicant -40%. This sort of feature needs to be enabled only if all players concent to handicapping or put a countdown to prevent last se