I enjoy the lil breaks auctions give. Usually use it to figure out how to undermine my opponents.
mysteryburger
[quote who="EMH2006" reply="49" id="3524206"]you definitively need to use black market eating burger [/quote] Ah yes, I do use the black market frequently in games. I meant more that the market, as a whole, is used extremely infrequently by the players I have played against. As a collective. The underuse of the black market is for a different thread, however.
[quote who="Sir-Rogers" reply="45" id="3524187"] The BIGGEST advantage that makes scientists better than all the other factions is the blackmarket 50% damage reduction, hands down. [/quote] Hadn't considered that. I would agree that the 50% reduc is pretty darn strong. Most of the games I've played haven't used black market enough to notice the effects, but I can see that being kinda broken.
[quote who="EMH2006" reply="42" id="3524162"] Since you appriciate the finer arts in life (Mario kart) you must have some observational skills so I will continue the discussion a bit more. We define a typical scenario. Sadly this is a long text but if your interested it shows in math how scientists earns more and gets more output faster and has advantage in the trade screen by having no raw good pressure or cash pressure by having to buy raw goods. [/quote]</p
I do adore the flavour that science synergises with teleportation.
[quote who="EMH2006" reply="31" id="3524126"]Regarding the numbers in spreadsheet the major point is not if he got the numbers right[/quote] What. The numbers in the spreadsheet were completely wrong. Using incorrect math in order to mathematically analyze something is wrong. I created a new page with the corrected numbers and equations, by the way.
[quote who="indczn1" reply="27" id="3524093"] Every unit of steel that a non-scientific produces requires 2 iron. [/quote] No. Every steel foundry requires 1 iron. Every unit of steel requires 2/(100% + x% + y%) iron Where x is the adjacency bonus, y is the engineering bonus. For example, any race with three steel mills will produce at a rate of: 1 steel to</
[quote who="EMH2006" reply="25" id="3524075"] (Mario kart has the function of ghost is one such example.)[/quote] When you raced against yourself in mario cart, you were racing in a controlled, replicatable, environment every time. The tracks were perfect test-tubes. This game, by its very nature, cannot exist in a test tube. It's a competitive, organic, market. If you were to play one game, and were then to play a second with the exact sa
[quote who="sresk2" reply="21" id="3524070"] Here's a question to science players , do you guys even build metal or elemental mines? Or for that matter water pumps? I don't other than one aluminum mine (and even that I'm debating against) often times I'll rush carbon scrubing and then go through a whole game with only steal fuel(& o2) and glass. And then depending on prices make a choice between food and energy or basically just play based on the market. But my point
[quote who="EMH2006" reply="20" id="3524068"]Ah how about you just lower your standards to a correlation study instead of an experiment and see that playing 20 games as robotic and 20 as scientists will net you a much bigger win rate for scientists. (Even you who seem to have a strong preference for robotic.) Or lets do say 10 1v1 I will probably win 10 out of 10. [/quote] I could lose a thousand games to you, and it would say nothing to the balance of the game. [quote]
[quote who="EMH2006" reply="18" id="3524048"] Now it is 90 tick vs 150 tick still a massive 66% better output - and do you think you will always have triangles? [/quote] With proper planning, every faction should strive for delta-formations, yes. Even if it means disconnecting from hq. It's so efficient. As I said previously, however, scientists cannot be guaranteed delta-formations of raw resources. A major disadvantage. [quote] If the logic was that
[quote who="sresk2" reply="16" id="3524029"] The more games I play the more I'm almost never building a singleton building at all (except for that first alum)[/quote] Yep, the only worthwhile singletons appear to be: *3-cube mines (did someone say "underground nuke" (caveat: I have never actually used underground nukes so far)) *Geothermal
[quote who="EMH2006" reply="13" id="3524022"] 3 steel does not get 100% bonus. 1 steel gets 100% bonus and the 2 others get 50% bonus in ideal placement (triangle). [/quote] Steel mill #1 has two steel mills adjacent (#2, #3). 2x50% = 100% Steel mill #2 has two steel mills adjacent (#1, #3), 2x50% = 100% Steel mill #3 has two steel mills adjacent (#1, #2), 2x50% = 100% Start a game. Build a steel delta. You'll get +3 steel. Each steel gets +
[quote who="EMH2006" reply="6" id="3523873"] Your 3 steel plants is costing you 60 (assuming iron is at 20) per tick for a profit of assuming an average price of 50 early game steel (so 75) for a whooping profit of 15 money per tick after deducting raw goods costs. [/quote] 3 steel @ 100% bonus: .5 steel/iron (base) * (100% + 100%) = 1 steel/iron 1 steel @ $50 - 1 iron @ $20 = $30 "profit". 3 mills, so multiply that by three: $90 "profit"/tick.
[quote who="sresk2" reply="4" id="3523866"] Alright well I was one of the whiners that claimed science was under powered and I'm here to say I was wrong. I won't go so far as to say they are over powered but they are MUCH better than I thought they where. Once I finally learned some open starts and figured them out I think their pretty in line, has anyone tried dropping on a ton of aluminum and then building 3 steel mills out the gate? I havent but I'm tempted to. [/quot
[quote who="EMH2006" reply="2" id="3523855"]Problem with that logic is you are assuming a best case scenario for every single of your mines. You are not going to get this on average. Regarding cheap on the market lets take the base case of 20 cost of 1 iron for producing 0,5 steel. Let us say you optimized and put two steel next to each other for 0,75 steel each or 1,5 steel total for 2 iron. You are producing for a cost of 40 1,5 steel. To break even as a robotic you need 26,6 per st
[quote who="Bamdorf" reply="8" id="3523857"] My MP comment: it's really hard to recognize buildings and what is happening to them. So for example, when I try to put something adjacent I have to waste time hunting around for it. The hydroponic ponds are fairly obvious. Is there some way different buildings could be easier to distinguish? Maybe it is just my age showing, though. <span style="font
[quote who="DeftMunky" reply="6" id="3523797"] That's actually me. I couldn't find a good text-to-speech converter that day, so I recorded myself. We're removing that, sorry. (It's so bad!) -Scott- [/quote] Early access bonus: original voice acting mod pack! -Relive classic, nostalgic lines, such as "Pirates. I. Hate. Those. Dirty. Rats", or the much beloved "The. Shareholders. Will. Love. It!" (
1. Scientists gain a 2 for 1 tile advantage claim by planting on top of a resource with a resource building of that resource type. No they don't. A 3-cube raw resource produces 2 units/tick, thus feeding two industries. In that case scientists only 1.5:1. In the case that the raw resource is cheap on the market, scientists gain no advantage. Only in the case that a player builds a single, lone resource mine on a single cube resource
I disagree with many things in this thread. *More victory conditions means more victory conditions to balance the game around, making overall balance more difficult. KISS. *Offworld trading is fine. It represents the end-game. If a player manages to get to that point, they deserve to have a strong chance at winning. The goon squad hard counter isnt much fun to play against, but then again, people havent been buying it much in the games I p
UI: *I feel like there should be an option for more feedback while playing; new players appear to forget about resources entirely and autobuy themselves into starwars-esque pits where they fall into debt like anikins into the gaping maw of george lucas. --For example, if a player goes from -90/tick power to -110/tick power, maybe an arrow + sfx should be generated, alerting the player of the fact. Also, maybe the -110 could change colour; light orange wo