Similarly, On the bar of claims at the top, its very easy to overflow the list after buying someone out and turning off unprofitable buildings. If that element remains in the new UI, the buildings that are off should probably stack somehow, since its not too hard to end up with 10+ of the same type of building turned off.
indczn1
I really should start playing some of these quickmatches.
Soren, Even if a player doesn't load into the game, and therefore doesn't found a colony, they still show up on the stock list with stock that can be purchased. However, buying them out completely, does nothing as there are no assets to acquire. The money is just wasted.
A "gas cost" was added to the building, but that only shows after the building is completed. Some indication that there are shipping costs which increase with distance would be helpful to new players.
Shouldn't Gas be renamed fuel for the sake of consistency?
I don't think there is a win screen for the campaign yet.
Yerand, I agree. Playing this weekend, we restarted several times because the maps just weren't playable. 2 useable spawns locations in games of 5 people on a map that should be large enough? I want some resource scarcity, but short iron and carbon is just silly since they are so crucial. At least with the other resources being short, you can sacrifice the short term to claim the important tiles. If you need 1500 steel over the course of a game (or an absurd amount of carbon), you have to
Black Market: alot of the new BM items add fun variety to the game. However, it also creates some un-fun situations where the BM dictates the endgame, such as when there is no protection (too risky offworlds) or there is no sabotage (no way to impede offworlds). Overall I like the new options. Scientific gets wrecked by magentic storm and Pirates. Expansive/Scav wins easy when theres no way to slow them down, or destroy the offworlds when it gets to end game. If theres no goon squ
For the time being, 1+6AI works.
Thanks for putting this together. I do agree that certain maps pose particular challenges for finding spawns. In my opinion, one of the major factors is due to resource crushing. Players love to spawn on the largest clumps of resources, destroying them for use, so 1 players can often take out 2 spawns by doing this. This is most common with scavenger/craters. Seeing ice/dry ice on a larger variety maps (perhaps in craters/against ridges) might help by providing variety too. More cons
It sounds like we agree that current presentation is lacking and that we agree that debt isn't quite right atm. You know what would be useful? A stock, debt and resource chart that could be viewed in game, like the one at the end of the game. A lot of trend information for stock/debt/resources could be displayed nicely through charting which would help better decision making too. Could be a better option if they can include it with the new UI they are creating. The current inability to se
I strongly disagree with the game ever specifying that someone to perform a certain action at a certain point, especially an action that may or may not be the best thing to do at that time, which is what you are suggesting. I mean, I get it, and I appreciate the need to learn and its important to take advantage of situations, but this is a very subjective situation. It's a decision on how to use cash and i can say with certainty that its never a clear cut situation. Do you upgrade
Juzzo: The fix adding a delay for your own stock should improve the situation, which I believe is one of debt dive enablers. It's annoying when you start buying someone and they cntrol down and buy spam their stock cheapest forcing you to pay a premium for shares on top of the double to buy them out. I am currently successfully playing a strategy in FFA MP, which produces a ton of cash early/midgame, that takes advantage of players debt diving. Now that I've started looking for it, it
[quote who="Burnrate" reply="5" id="3559193"] Quoting Pbhead, reply 1 I used to like the hacker array. Not so much right now. Id like to like it again. Wanna do some games, test your hacker strats against me? <br
The hacker array seems a little bit behind the patent lab/offworld/ebay, but both of those require more investment.
The players didn't pay attention, that's their own fault. The other players had ample opportunity to jump on the depressed stock price and didn't. Ignoring the other players is very common in FFA's. I was in that game, btw, and was playing with myself :P The problem is that once the stock is bought, you are stuck buying them for 2x, which makes it really hard to buy someone who tanked their stock price if they can generate cash at that point. Also, the d
Cubit32, I agree and said as much after last tournament. From a competitive standpoint, the random events need to go. Particularly the random shipments/claims/shortages & surpluses. They are ok in a large FFA, but not for 1v1. The game outcome shouldn't be dictated by random events which don't evenly effect the players.
The new founding option with the map revealed is a huge improvement for competitive play.
It would be great if either the current/estimated total fuel cost per unit shipped on a blimp were shown. Buildings that are far away cost a lot of fuel to ship to your colony, and can be a net loss due to fuel consumption, despite the tool tip on the building showing a net revenue. I know the fuel is only a marginal expense, but its difficult to eyeball and estimate the fuel cost since you have to estimate the distance to the colony and figure out the cost of shipping the materials.
Advanced R&D (very high chemical cost/low duration): Special buildings (ebay/hacker/patent only?) complete actions immediately, however a cooldown period of 1.5+x duration, and -1/sec power cost is imposed afterwards which cannot be avoided. - The idea is that sometimes you know a patent is being researched by another player, or you need an immediate boost, but there is nothing at all you can do to obtain it (due to goon squads), so you can incur a heavy cost to effectively buy th
Supply Defect: production output suffers 50% loss rate due to defects for a given time. (basically 50% less efficiency for the given time). Let's the person being sabotaged decide whether its worth continuing the operation. Theft/Sabotage: Steal/destroy 25%-50% of a players stockpile of a given resource.This could be a good way to counter hacker play. Communications failure: Blimps have a 25% chance to be lost/25% chance to go to the wrong player for a short duration.
I agree with a lot of this. Once you're behind in a 1v1 catchup is a matter of luck for the most part since as players get better they will make fewer mistakes, so getting the best start is going to be the most important factor. After playing/watching the 1v1 tournament, its clear that the person who is leading has a huge advantage since they can shut down the other player. The player behind usually can't shut down the other player long enough to catch up because the leader wi
Works for me :)
Thanks Soren. @gameslayer989 what time on friday should we play. I should be very flexible but want to plan around it, so pick a time. :)