[quote who="Propbuddha" reply="12" id="3520670"] You also get multiplier for things like being first to build certain structures, owning patents, etc. The stock is factored in above (I bought 1,000 shares of an opponent) but I imagine the assets of a buyout would just get combined with yours. [/quote] Sorry, I meant your stock has a multiplier based on how much has been bought already. Not your opponents stock that you own. I was off by a factor of
indczn1
I'm not sure how you get a stock price of 154ish with 2.6mil cash on hand and no debt though. There's a multiplier based on stock owned/your stock owned, but I don't recall what those values are.
Speaking from play experience, the stock system is the way it is to provide an ending point. If you had to have full cash value to buy someone out, it would take a long time to reach that point in a close match. Both players would gain cash at roughly the same rate while trying to buy out the other, making it impossible to have gain enough cash to actually win. Also, reducing the weighting of cash on the stock value alleviates large fluctuations on stock value as cash fluctuates over time. It
This is awesome. I think the best way to add a "long mode" would be to tweak the inflators and stock price calculation. Maybe inflate the colony growth costs and add more colony levels too. I don't like the addition of a black market item that manipulates the stock prices. It likely would be too much of a binary situation that doesn't add any meaningful strategy, nor have an element allowing for counter-play.
The carbon icon on the electronics (goods) factory turns into a broken image icon when carbon scrubbing is researched.
Thanks for posting. This was a good interview.
My take on debt is debt accumulated in 2 ways: 1. Life support required - The reason for life support drawing on debt opposed to cash is that it can be difficult to have the cash available to fix the issues which are accruing more debt. If the shortage is large due to high cost life support and it drew from cash on hand first, the cash would be drained before you can purchase another claim or building to correct the issue. If the cash wasn't allowed to remain, the player would end
If you found your colony in the top right corner, it is a bit obscured by the stock panels at the furthest out zoom distances. I have to zoom in to see whats available and to place buildings on some of the edge tile. Can you please increase the scroll distance to the right side of the map so that part of the terrain is more usable? Thanks.
Right now, if you spend all your resources and buy out a competitor, your stock price takes a massive hit in value, because at that point your stock price was largely inflated based on the stock of competitors owned. After buying the last bit of stock, you have no cash and no stock owned, and therefore nothing boosting your stock price. I've had several games where someone is getting bought out instantly after completing a buyout due to this stock price tendency Is this in
Agreed. With the initial learning curve, anything that can be done to help new players clear the first hurdle will be helpful. I don't think its a project I can contribute to due to work though, but I'll help answering questions where I can.
Ecokady: From the prototype phase, there's been a good mix of RTS players like me, and players with backgrounds more similar to yours wanting longer more strategy oriented games. Both groups have been generally positive about the game from what I've seen.
Nothings been set up yet AFAIK. I'm sure someone will set up a wiki soon now that media is available and mechanics/costs are fixed now. There is a lot going on when you first get into the game. However, many things will quickly become second nature once you've played a few games. Learning the resource conversions and building costs, and colony characteristics are the most important. Once you learn those, you can quickly discern what you will need to grow, as well as roughly ho
Congrats Soren Johnson & the rest of the development team for reaching this phase of development. The game is fantastic already and the prototype phase has been a blast. I can't wait for the player influx for more multiplayer opportunity!
[quote who="Soren_Johnson" reply="2" id="3518687"] Also, I would be very open to ideas for new executives who had powers that break the game in some specific way. We can be very creative here because these powers won't be available in MP AND the AI doesn't need to use them. [/quote] Perhaps you could have a Scientific executive retain research and engineering upgrades, but have the research cost more/take longer?
Also. Fuel was a bit of an annoyance at times. When you invest in a few quarry or mine upgrades, it was extremely easy to have a ton of blimps going at the same time, driving the price up (and debt!) very quickly.
[quote who="Soren_Johnson" reply="1" id="3518686"] Thanks - where would you say the discrepancy is coming from among missions? Do you mean that robotic were easier in general, or that some levels were easier (with only one opponent, maybe)? we'll fix the color issue and the end game text. Mainly, do you feel like the experience was different enough from the main game? Would you play again at a higher level, or would you rather have different starting Executives
Since the developers are looking for feedback on the campaign specifically, I spent a fair amount of time over this past weekend playing through the campaign (challenging difficulty). General comments: - There is a rather large discrepancy among difficulty among missions. - Please change the color on the AI that is similar to the "available missions" white color. I kept trying to start on those areas, and I couldn't because it looked open. - I assume its kn
Has there been any activity on the steam group? One is unofficially set up and I was checking for a while but nothing seemed to be happening so I forgot about it. I'm willing to play, although my schedule is really busy this time of year.
Selecting the hacker array in the current build causes my game to stop responding for 3-5 seconds until I close the building menu. I can still use the building functions by clicking, but it doesn't display anything happening until closed.
I should be home on online to play tonight 8-11ish EST if anyone wants to. Hit me up on steam SN: indczn
12. I believe Soren is currently working on the AI "personality" The first task was getting the normal AI at a reasonable baseline. IIRC, he touches this on a podcast somewhere. 11. Steel does fluctuate in value over time. Initially demand (geothermals cost alot of steel!) far outweighs the supply, which drives the price up. Note that the Offworld costs a ton of steel to build. Easy to have it overproduced. 10. Power is important, but it is possible to skimp on it. Sometimes
Oh. I forgot about the UI bug that propbuddha mentioned. You can click pay debt, but its a very very small area near the left side (below the note icon), instead of the whole button. Im on 2560 x 1440 resolution.
Very good write up. There are some podcasts which Soren has participated in and discusses offworld trading which you may be interested in listening to: http://thegamedesignroundtable.com/?s=soren+johnson
Perhaps try to do both 8pm and 9pm? The match should last under an hour. I might be around tonight. Not sure yet.
I played a few 8 player FFA (me w/ 7 AI) and had some issues/comments from the latest patch. Fuel prices became very high mid game every game (400+). The game started to lag towards the end with all the shuttles/blimps on the map.