eviator

eviator

Joined Member # 6176744
46 Posts 406 Replies 3,542 Reputation

[quote who="Larsenex" reply="35" id="3641004"] Eviator, that quote is actually Frogboys, directly pulled from his post. I wrote it to show that indeed the wheel will likely go away based on his tone in that thread. [/quote] Yeah when I first read his post back in late last year I laughed because I couldn't believe he said that. Nothing...NOTHING...prior to 1.3 or 1.4 hinted that they were looking at different economic systems, including dev streams, and I watched a

38 Replies 122,990 Views

The current system works (nobody would play it if it didn't) but it feels clunky and unintuitive, particularly for people who like to specialize. It's that way because the original design was too powerful, too unwieldy, and everything since has been a patch job to correct those issues. [quote who="Larsenex" reply="31" id="3640983"] Eventually, GalCiv III is going to have a bunch of different types of governments to choose from. The reason the Economy

38 Replies 122,990 Views

My guess is Larsenex is infering some of this from the paltry information provided during the dev streams. I used to do that. Unfortunately the GalCiv3 devs have a habit of under delivering on the expectations they set during the dev streams. Do you guys like the cool invasion gameplay? Here is a quick reason why coercion is just so poorly implemented. In a typical game with typical play, the maximum output of a particular resource isn't when you set your wheel to 100% on that res

38 Replies 122,990 Views

[quote who="Larsenex" reply="19" id="3640324"] Seriously if you are unhappy now with the way things work you all are gonna whine really bad when the Stand-Alone drops. That will be a complete rework from the ground up on how production/manufacturing and resources are allocated. Keep in mind the wheel wa

38 Replies 122,990 Views

Careful...the great cost in time and effort is just as much an issue with UI as it is an issue of complexity. Many of us proposed terrific ideas for UI improvements that kept specialization in place with less work through mechanical automation (as opposed to AI automation). During beta such ideas were regarded by the devs as "we want to do something like that". As the months and post release patches rolled by the ideas were silently dropped and just ignored. Not enough development staff is my

38 Replies 122,990 Views

Don't be silly. The devs didn't have some grand gameplay or lore reason for implementing coerocion. And despite what they claim it was never a planned mechanic until someone dreamed it up around 1.4 to address balance. They did it because adjecency and starbase bonuses were too powerful and caused a snowball effect where a player who specialized would get ahead and could steamroll everyone. Specialization was far far more effective than generalizing and that meant specializing wasn&#3

38 Replies 122,990 Views

The last couple FFA tournaments games have been handed to the clear leader after: 1. The strong player does a hostile takeover, and 2. the remaining players go after eachother instead of coordinating against the strong player. Now I know the formats have been 1 point per takeover, so there is something to be gained by intentionally sacrificing the game to gain the one point. As a spectator watching an esport, however, this is anti-climactic, and I imagine it is frustrating for the players too

0 Replies 13,849 Views

Nice! Good luck to the players. And thanks for doing this. Without some regulars and the casters, this game's MP would be be nearly dead and forgotten. Which baffles me because the MP gameplay is so strong.

6 Replies 26,273 Views

I agree with all the points about what Steam could do better. Had these been in place I predict Offworld (and Ashes) would have better steam reviews and more players. Early Access should be only for devotees who will give the game a fair shake and are willing to take some pre-release hiccups in stride. That would mean less feedback, but frankly most feedback that makes its way into the game comes from devotees anyway. If there is concern a game release goes quietly, there is a possibl

5 Replies 32,892 Views

Slightly off-topic here... I am very suprised about the low numbers. Soren and Zultar and others have done a terrific job showing off multiplayer, both ranked and tournaments. OTC multiplayer seems really great, and I enjoy watching it. That said I don't play multiplayer yet. I have over 70 hours in game and still have trouble beating the Manager AI. Multiplayer would be a bloodbath, I'm afraid, and my ego can't handle that. Hopefully someday I have some confidence

12 Replies 48,430 Views

I respectfully disagree. While it is true a player could be more effective with more charts and numbers in front of him, we already have three panels to monitor closely pulling our eyes off the map. We're on Mars here, so there is something to be said for having a reason to be observing what is going on on Mars. Otherwise the game just turns into a purely economic game.

1 Replies 11,439 Views

I'm pretty new to the game. One issue I have is that I find myself frequently neglecting to identify production that is a net loss. I know if you hover over a building it tells you the net loss/gain, so am I expected to hover over all my buildings frequently to figure this out? How is this calculated? Is it "total market price of input materials" - "total market price of output materials", accounting for quantities of inputs and outputs per second? Does that number include po

4 Replies 33,057 Views

Just noticed this and came to the forums to create a topic. Today's top spot gave himself $1.7 billion and jumped from HQ 1 to HQ 5. Those filty pirates!

3 Replies 16,626 Views