NavyFish

NavyFish

Joined Member # 6362388
2 Posts 6 Replies 175 Reputation

Yes, PLEASE :) (Shameless bump for the dev team :) - you guys are awesome, thank you for your community involvement!)

8 Replies 31,267 Views

While I agree, that would have to be a past average value, as predicting that value would be quite difficult. Why? Because it inherently depends on the number of trips per second, which is inherently unpredictable: raw material shortages or player-directed early shipments would case less/more trips per minute than normal. While I don't think average fuel consumption per second would be useful for an INDIVIDUAL route, displaying this for ALL transport routes would be qu

10 Replies 52,605 Views

Along these lines, it'd be nice to have a 'net assets value' indication - essentially, the amount of cash you'd make right now if you were to sell all of your resources (warning: numerical integration probably required! unless your demand curves are integrable, in which case, good job!)

4 Replies 4,801 Views

I think a simple "1/2/3" fuel 'stack', akin to how you display other resources on the board, would suffice. Perhaps even a "3.4 fuel used per trip" line of text for more information. I'd picture this text/icon being displayed floating next to the ghosted building prior to placing. Finally, when you hover over a constructed building, in addition to seeing the production/consumption rates, you should see the fuel (or water) quantit

10 Replies 52,605 Views

We need a way to disable patents, whether or not you currently have a patent lab. I was just playing the scientific tutorial, had a very positive revenue stream, bought out the second to last company, and all of a sudden found myself in a massive water deficit, which, in time with a (random, as there were no hacker arrays out) water shortage led me to bleed $2000 per SECOND. I quickly stopped auto-supplying all of my farms, the primary water consumer up to that point, to no avail.

8 Replies 31,267 Views

We need a way to disable patents, whether or not you currently have a patent lab. I was just playing the scientific tutorial, had a very positive revenue stream, bought out the second to last company, and all of a sudden found myself in a massive water deficit, which, in time with a (random, as there were no hacker arrays out) water shortage led me to bleed $2000 per SECOND. I quickly stopped auto-supplying all of my farms, the primary water consumer up to that point, to no avail.

0 Replies 10,452 Views

Strange, I could swear you acquire patents upon buyout. In fact, I was just playing the scientific tutorial, had a very positive revenue stream, bought out the second to last company, and all of a sudden found myself in a massive water deficit, which, in time with a (random, as there were no hacker arrays out) water shortage led me to bleed $2000 per SECOND. I quickly stopped auto-supplying all of my farms, the primary water consumer up to that point, to no avail. Turns out I&

5 Replies 22,440 Views

I agree with the OP's general point about 'complexifying' the logistics side of the game. I don't think the player should be forced to plot logistics routes, etc, but should have the flexibility, particularly mid-game, to tweak and optimize this resource flow. As mentioned, a 'distribution point' or other such building could serve as a secondary resource hub, allowing raw materials to be routed directly to their 'refineries' instead of having to g

10 Replies 52,605 Views