indczn1

indczn1

Joined Member # 6025176
20 Posts 241 Replies 412 Reputation

I think they are fine in FFA's since it takes so much more cash to buy out the last player. It's mostly the 1v1 I have an issue with since the cash recieved per launch vs the cash required to buy stock at that point of the game is so close. I am somewhat on the fence about merely slowing the launch since in the 1v1's ive played, 1 launch is roughly 2-3 shares of stock at that point of the game. Mutinies (courtesy of a D bond rating as cubit notes) present a massive potential

11 Replies 24,008 Views

I would like to see a variety of ways to go about winning. I think tweaking the timers will help a bit as that will slow the pace of the endgame. It might just be a simple matter of slowing down the offworld launch rate to bring it into balance. I definitely don't want to go back to the point where the hacker array was the best too, or the engineering bay was the best. I don't think those 2 buildings are too far off, nor the patent lab with the time changes in beta 6. I belie

11 Replies 24,008 Views

I discussed this over a few 1v1 matches with blackmagic and am on the same page. The returns for rushing for an offworld are greater than the costs that may be incurred doing so, including interest payments. The strongest colonies are those that can can produce the required resources to build the offworld fastest. Expansive, Scavenger specials.. (High triangle carbon/high alum close together), Robotic. Whichever has the quickest path to the offworld based on the map. Part of t

11 Replies 24,008 Views

Has anyone playing a lot of 1v1 had any reliable success NOT rushing offworlds? I've only played a few games over the last week or so (still on beta 5), and unless the offworld prices are uncharacteristically low, it seems futile to do anything else.

57 Replies 198,596 Views

I haven't played too many 1v1's where the map being unplayable wasn't caused by the players themselves founding and crushing resources. Granted, those carbon/alum spawns are very annoying to play against, but I suspect that the 50k debt assumed for that spot would make up the difference. I'd like to wait and see how the 1v1 plays with reveal map on before they make too many changes to the maps/resource spawning.

17 Replies 28,854 Views

2nd the delay after another colony founds. I hope its not too long though because it should be possible to screw someone over who founds too far from the desired resource. I have had instances where we both found at the same time, one on the resources, another near them, which sucks because I'd never found at that spot after the other player founded. Cubit: I see that situation around frequently. Carbon sometimes requires founding so far away that a found/claim rush is inevitable

17 Replies 28,854 Views

Scientifically specifically - I think you might be struggling with scientific because you aren't going for the early patent lab. I still play scientific and robotic about 50/50 and I, in general, have an easier time winning with Scientific 1v1 or FFA. The early patent lab is still important for scientific because early patents are KEY for controlling your debt. The cheapest patents are geared towards controlling your power consumption, and therefore controlling debt. Grabbing one or 2 of

9 Replies 52,523 Views

Sigh... Reading through this I realize I have no idea what the current colony bonuses are. I do agree that the colony's should be re-focused onto their theme. The changes have made the colonies more similar than they ever were, so tweaking their perks to differentiate them more would help.

9 Replies 52,523 Views

100% Agreed. Reveal map allocates the best locations based on perceived value. The players perceived value difference between a good spot and the next best spot should allow for a fairer match than this example which is an auto-loss.

9 Replies 33,076 Views

If you are producing whatever is being launched (highest priced offworld), then it doesn't really matter if it becomes unprofitable or not to launch, since you just sell it on world instead. The highest priced offworld will have the most on world price support, so Speaking of end game prices, anyone else notice that the prices immediately start going crazy once players start getting bought out in an 8 person FFA?

20 Replies 89,461 Views

I don't think expansive is OP. I play Robotic/Scientific. Never Expansive. That said, I rarely build off worlds. Scientific goes for tech wins (RIP research :( ) Robotic I go hacker array. Only after buying someone will I get off-worlds if they haven't already built them for me. The only obnoxious thing with offworlds is that its ALWAYS life support that is highest priced. Playing as Robotic, this is a complete nuisance, as end game in a large FFA, the only reliable, high pric

20 Replies 89,461 Views

Last night, I won a core sample from an auction, 8 player FFA game. . When I used them on zero resource tiles that were building solar panels, nothing happened. No resources were revealed. Core sample was not an option on the BM that game. Unfortunately, I don't have a replay.

3 Replies 4,680 Views

I'm pretty sure that there is a multiplayer system in development. It's been a while since I heard and therefore am not sure where to find, or whether it was even a post, or from a podcast or elsewhere. Right now the quickmatch system is just a placeholder to stimulate some competition. I do agree that a good platform is necessary for the game to be successful. Hopefully Soren or some other developer can shed some light on plans and perhaps an estimated time fr

2 Replies 8,409 Views

The debt timer should have smaller decreases. It jumps a bit too much for how important founding is. The system is in essence an auction already so I don't think it needs to be changed to direct bidding. It works pretty well when all the players have experience with it although there is a tendency to wait too long. I don't think there needs to be more benefit for waiting. If the best spots are better you should be willing to pay more for them. There are go

6 Replies 6,099 Views

Feedback, Comments praise and whatever. Apologies for the length and rambling. So I’ve been playing Offworld Trading Company for over a year now. It’s hard to believe its already been that long. First things first, the developers, Soren Johnson et al. have done a fantastic job creating and improving the game that has held my interest for over a year. I’m thrilled to have been part of the feedback process and look forward to continuing to help going forward. Th

4 Replies 23,462 Views

[quote who="Cubit32" reply="18" id="3574204"] I think resources should show what ctrl shift down gives you, it's just better that way because its simple. [/quote] This. Resources are only worth what they will sell for. The value should be liquidation value, which is simply cntrl shift down.

20 Replies 27,419 Views

Agree with Cubit32. I've never been a fan of the random events in 1v1 that players cannot equally react to. Surpluses and shorts/Weather events are some of the worst since players can not equally react to them. Random surpluses/shortages are not OK in a competitive environment because players cannot equally react. Most of the game, players have their buildings and that is all they have to work with until they upgrade, or pay to scrap and change. In the normal course

7 Replies 23,520 Views