Whoops, forgot a word. Sounds like that option wasnt set.
indczn1
Was the option forcing players to buy AI out first enabled? Also, this option should include graying out the players stock buttons leaving only the AI ones blue to buy/sell. The first time someone set this, I didn't realize it was on and thought the stock UI was bugged.
Oops. I screwed up my theory :(
[quote who="eatingburger" reply="30" id="3524123"] Quoting indczn1, reply 27 Every unit of steel that a non-scientific produces requires 2 iron. No. Every steel foundry requires 1 iron. Every unit of steel requires 2/(100% + x% + y%) iron </b
Nope. The building always mines however much iron/resource is necessary. This is the strength though because it enables crazy scaling while ignoring the input requirement :) see for reference: https://docs.google.com/spreadsheets/d/1AZa9z2B4HfOsLfaRZ9GOX5jRKiM5dL5Bh2jnlmMFkK0/edit
Thank you for the detailed patch notes!
[quote who="eatingburger" reply="26" id="3524080"] Quoting EMH2006, reply 25 (Mario kart has the function of ghost is one such example.) When you raced against yourself in mario cart, you were racing in a controlled, replicatable, environment every time. The tracks were perfect test-tubes.<br
https://docs.google.com/spreadsheets/d/1AZa9z2B4HfOsLfaRZ9GOX5jRKiM5dL5Bh2jnlmMFkK0/edit?usp=sharing I'll just leave this steel spreadsheet here. I didn't include the shipping costs because I'm assuming adjacency for simplicity. <span style="text-dec
Absolutely agree. I haven't seen near enough players be aggressive midgame. Too many people are focusing on themselves and trying to rush to the offworld. Resource prices typically hit their highest when people are hitting levels 4 and 5, at which point I prefer to sell resources for cash and purchase stock instead. Usually you can buy a bunch of your own stock and another player and then wait a bit as prices drop a bit down a bit. When prices are too high, its better to sell than
Yes. That's what I do. Found on alum. Buy glass. Make as many steel as practical and then upgrade and worry about power and fuel. At this point decide which way to go to win. I am going to hypothesize that Scientific is great because of multiplicative scaling. No other colony type can scale their conversion buildings up without also increasing the input. 3xsteel gets 100% bonus. Now add the engineering bay upgrades, which happen to be faster than any other colony. Now add on that
Soren said somewhere that the game has only currently been balanced at the default handicap. Balancing the handicaps will come later. FYI, you get an extra claim for founding later/last and faster black market access (too buy a first claim) so VP is playable. I play scientific on VP so expansive should be playable since you get +1 claim over that! CEO however, I'm not going there.
[quote who="DeftMunky" reply="6" id="3523776"] Quoting indczn1, reply 5 I do agree that all of the colony types should be as nuanced as scientific. I think we need to have some relatively simple, straightforward HQ-types to play (*cough* expansive *cough*) and then we can have some weird ones. I agr
There is: http://www.reddit.com/r/Offworld/ and I know at least one developer who reads it regularly and I'm sure others likely check in. The official forums should probably have a few more subsections for the sake of organization since theres been a ton of repetition.
[quote who="node10" reply="2" id="3523546"] I went back and played the Scientific mission again (and again) to try and understand /how/ I won it, and I think I'm slowly coming round to the idea that Scientific isn't underpowered per sé; it's just extremely specific and is far more reliant on favourable map conditions than the other HQ types. Some of the key points to getting ones noggin around playing Scientific, I would say, are:-<br
Scientific is amazing. I play on VP handicap and win most of the games I play scientific. They were a challenge to learn, however. :)
Hey everyone, I made a video walkthrough of the founding phase that explains what I'm looking for for each of the colonies at the start since I've seen questions concerning scanning and noticed some players struggling with it in game. Feel free to ask questions or disagree with what I do. Enjoy! https://www.youtube.com/watch?v=EdgPdo1PxEo&feature=youtu.be
Kickstarter is donation based because of laws for investing in securities, which is what ownership would require.
Well, during the scanning phase you can figure out if an important resource is in very short supply. If iron is missing, pick scavenger, if water is missing, pick robotic. Or gamble and pick one that relies on iron and claim those tiles and profit. Not sure I'd call it game breaking since you have every opportunity to gather information and adapt accordingly before founding.The variance does make the game more interesting, although frustrating at times as well. Being able to buy
You get resources based on the resources you found on top on. If you hover over the resources before founding, it shows how much you'll get if you found in a location.
Patience. Fixing crash/game breaking issues is more important at the moment. Most of those have been commented on at least once somewhere. There is a penalty for founding on the resources. you cant mine them. You only get the very small fixed amount up front.Painful when resources are short, as you noticed. It's a choice, found on them, or found to mine them. Short term vs long term benefit. I'm assuming you have played mostly robotic. since most of your comments are
Known bug. It's on the devs to fix list. Thanks.
Known bug. On the devs fix list.
Campaign: The choices also tell you the resource amounts, which can make a mission easier or harder. It also grants perks. For example +1 claim gives you an extra claim every mission after if you won that mission. Patents become yours too. The income is nice, but the perks are sometimes better. I completely disagree with the black market thing. I hoard blackmarket items for later and I'm certain players will learn to do this too over time. I don't want to accidentally use it b
I think we just have to wait until the multiplayer features are added. Hopefully they include some form of ELO system for various formats. Until then, players will just have to be honest, or get kicked. In the prototype phase, it was hard to balance the difficulty in a 1 off game. Took several tries before finding a fair handicap against the same people. Last night I was bad and went on the default difficulty the first game. Oops.
RE 3: The resources are currently set up as power, life support, fuel (required and derivative of water), then resource and derivative (iron --> steel, carbon --> fuel, silicon --> glass). It helps having the life support at the top, and the resource paired with the derivative so you can quickly see the pair together. Does iron production exceed consumption for steel? Tiering the resources jumbles the relationships up and makes it harder to extract the information because its spread