emaise

emaise

Joined Member # 6364229
2 Posts 48 Replies 204 Reputation

Although I will say there is something unsatisfying about being able to (easily) play to force a jointly-losing draw.

13 Replies 13,962 Views

Prisoner's Dilemma! Actually, it serves as a catch-up mechanism. The leader has to spend some effort to take care of the colony, or he (and everyone else) will lose. The hindmost can safely ignore it, since they're losing anyway.

13 Replies 13,962 Views

I'd like to see price volatility itself be a variable that can be predicted (or, under time pressure, roughly estimated) by a player who is paying attention to the relevant factors. So that instead of saying "A 2p game will have slowly-varying prices and an 8p game will have wildly-swinging prices", we'd be able to assess the price volatility of individual resources at specific times and circumstances . Consider this as a simple examp

34 Replies 96,744 Views

The decision about whether or not to scrap a building and replace it with something more profitable needs to be hard , not easy. Making decisions like that is a big part of the game (IMHO), and it should be a place where players can exercise their skill to gain an advantage. I agree with XbadnameX that the importance of scrapping buildings is not intuitively obvious, and at the current state of the game it's poorly presented and poorly explained. Greater promi

5 Replies 28,575 Views

Oh, so that's what that is. Huh. Interesting idea, might need more work on the execution.

5 Replies 5,196 Views

[quote who="Tigershawk" reply="4" id="3527550"] I don't think the calculation for how goods are prices has been shared with us. [/quote] I'd love to see this. Soren was kind enough to show us exactly how the stock price is calculated; it would be great to see something similar for the resource prices.

34 Replies 96,744 Views

Yes, the accent used for the Scavenger Colony is really odd and thick, bordering on the unintelligible.

5 Replies 5,196 Views

It feels wrong that a building could get an adjacency bonus from a building that isn't producing anything.

4 Replies 18,295 Views

Something like upkeep is a bad way to implement an anti-snowballing mechanism. Simply slowing down the leader only slows down the game without making the game more interesting. Instead, you want to implement a variety of strategies, with a variety of required skill and risk, so that a leader can be overtaken if someone chooses a risky strategy and executes it well while the leader executes their own strategy less-well. In truth, you want a degree of snowballing. Early good play should

6 Replies 5,702 Views

While I do like that carbon is right above chemicals because carbon is used for chemicals, I don't think it's essential to have them next to each other. The main thing you need to see when looking at chemicals is fuel, because fuel is the primary input. Since fuel is so distant from chemicals, I think it's okay to have carbon slightly distant from chemicals as well.

9 Replies 52,423 Views

You're right, it makes sense to show it that way. Under ideal conditions, X fuel per tick and X fuel per produced resource are the same (or rather, proportional), because output production is a constant rate per tick. Fuel consumption is not necessarily constant-rate, because it's bursty, and you might have partial deliveries. But for the tooltip I think it's okay to assume the ideal case and express it as (expected, averaged) fuel units consumed per tick.

10 Replies 52,608 Views

The number I want to know is fuel consumption per delivered produced resource, since a blimp holds different amounts of different resources. For factories, The calculation should include fuel consumption for shipping the inputs needed to produce the outputs. The numbers would be off if you manually sent an early shipment, but I think the tooltips should show numbers based on the assumption that you'll only ship full blimps. Actually, the number I really care

10 Replies 52,608 Views

NavyFish: regarding net assets value - You can see this in a tooltip if you hover over your company in the company list, although the calculation is probably different from what you've asked for. I haven't checked, but I'm betting the "resource value" in the tooltip is just your current resources times the current price, without taking into account how much you'd actually make from actually selling given that each resource sold reduces the market price for the next sale.

4 Replies 4,803 Views

I think the share purchase and buyout mechanic is pretty good, but it's counterintuitive because it doesn't work like real stock. New players need it explained to them, and I'm not sure what a good way to do that in-game is.

3 Replies 4,090 Views

I also disagree on #2, but for different reasons than Cymsdale and indrkl (although I do also agree with their reasons). A claim is extremely valuable. It allows you to produce a resource at a profit. The more claims you have, the faster you can make money. The right way to value a claim is not by saying "You can buy one for $5k on the black market, so I won't pay more than $5k to get one at the auction." Instead, think of it this way: "You can buy one for $5k on the black

6 Replies 23,543 Views

I only have a single 4:3 monitor, so I have the same issues you do, but spreading to multi-monitors wouldn't help me. What would help me is the ability to zoom farther out. The current furthest zoom is still so close-in that I can only see a small portion of the map. It makes it very difficult to get a clear picture of what's going on with my opponents.

2 Replies 3,164 Views

Over here , Soren said that " stock price is not a linear relation to your actual cash on hand [..] There is a dampening effect". So perhaps some of the missing value is due to cash on hand being discounted to some (perhaps variable) extent? Over here , there was a problem where right after a buyout your stock price was depressed. Soren said he "t

14 Replies 34,416 Views