Cubit32

Cubit32

Joined Member # 6365762
13 Posts 320 Replies 1,109 Reputation

It has been said that ranking / ladder will be imemented but my impression is is that the mohawk team is currently working on other features and doesn't think it is too important to spend time and energy on right now. Hopefully some lobbying campaigns by the userbase will encourage matchmaking to be implemented by christmas.

3 Replies 36,284 Views

AoDGizmo, all you need to do to not start with a lot of debt under reveal map is wait. All of your complaints go away by waiting. If your opponent founds too early, they will have the debt to suffer from. I don't think at all that the disadvantages of the D rating are too much because you can keep out of it by keeping your debt at less than 20% of your total value, even just 19% is ok. You can see debt and value by mousing over your stock ticker.

7 Replies 5,410 Views

My main graphics card gave out, and now the interface is extremely slow (ie, takes a second or 2 to update). I'm getting the card fixed, but this laggyness with the UI was there before my graphics card failed as it still took like 100ms to update anyway. Non-ui FPS is 25+ but the UI is really slow.

17 Replies 15,371 Views

Epigene that is exactly the equation I gave. the consumption per tile, per unit of resource is 0.005 for packets of 20, .0025 for 40, .00167 for 60. Or more simple a put a size 20 packet that travels 17 tiles costs 2 units of fuel or 0.1 per unit. You need to add 3 extra tiles on top of the original distance because it takes about 3 seconds for a blimp to take off and land in addition to traversing the distance.

6 Replies 17,320 Views

(tile distance +3) / (packet size * 10) = Fuel cost / unit of resource. Ie. When sending a resource in packets of 20 over a distance of 17 tiles (straight line distance), every unit of that resource costs 0.1 fuel per unit to ship to the HQ.

6 Replies 17,320 Views

I personally never have issues finding any buildings because I remember where they are. Maybe it is harder for you if you are placing lone and dual buildings all over the map, and that is horribly inefficient. Structures that require an input usually are best off in triangles/diamonds.

12 Replies 37,197 Views

With experience you can glance over the left hand resource overview and determine which buildings are and are not profitable, with some experience. It takes some practice.

12 Replies 37,197 Views

I'm quite certain that the bug you mentioned has been fixed in the future patch. The ai is always on the same difficulty.

2 Replies 4,492 Views

I think that makes more sense too. I think the stock price of a company should be a lot more representative of their value in resources cash and structures rather than HQ level and debt x5 because as it stands right now the cost of buying a company is only like 10-40% depending on the stock situation. Imo HQ value should be lower.

3 Replies 14,809 Views

you dont acquire another companies debt, funds or resources. Only their HQs, structures and tiles and in beta 4 your company alone will be able to research patents that they researched before you.

3 Replies 14,809 Views

1) the income from pleasure domes is n*population, where population is colony pop plus 5 from a scientific lv 5 HQ, 10 from an expansive lv 5 HQ and 15 from a scav lv 5 HQ. There is an additional 1 phantom population (I suspect it is an extraterrestrial that visits the pleasure dome some times.) n is the number of pleasure domes + 3 divided by the number of pleasure domes. So at 1 dome, income is 4*pop, at 2 domes it is 2.5*pop and the lower limit is 1*pop. This means they are justifi

3 Replies 27,902 Views

Based on the omen's I gleam from my crystal ball I am cautiously optimistic about the future changes to debt.

17 Replies 36,405 Views

The formula is (tiles distance + 3) / 10.The +3 is from the extra seconds it requires to take off and land. Divide by an additional 20 40 and 60 (or however large the specific shipment is) to get the per unit fuel cost.

2 Replies 3,595 Views

I think the value of the HQ needs to be a lot less. I think the value of HQs is far too arbitrary, that the base stock price should be assets (buildings, resources & cash) / 10 (or whatever the number of stock is) and this imo will work out 100% because HQs won't have such insane values anymore.

17 Replies 36,405 Views

I don't have very bad performance on my UI, but it does seem like the UI should have a higher framerate than the 3d graphics of the game itself, which it doesn't while playing. The UI is perfectly fast in the lobby and menus but it is a little slow. There is always a ~100ms delay between click and effect when buying/selling resources in single player for example.

6 Replies 8,643 Views

I agree with indczn. I dont agree with are random shorts/surplusses. They can make or break a game all on their own and you can't easily respond to them especially in 1v1 where it can not be balanced out with teaming up against the leading player and where you are almost quaranteed to know whether or not your opponents has stockpiles of a resource.

26 Replies 52,395 Views

ok maybe 25% for all is too much. What about: Incentivized Harvesting: Primary industries receive adjacency bonuses from secondary ones. Like the robotic trait but reversed

16 Replies 33,938 Views

+1 on Kingmorgan's idea for a pool of patents that are drawn from at the start of each game. @oddity I don't think 0% interest is too powerful at all for a patent. Heres a couple ideas from me: Spherical Construction: All buildings have +25% production (due to having more space to produce in) Counter Intelligence: When a BM is used against you (or when you trigger a goon squad) the next purchase of that specific black market item becomes 50 or 75% cheap

16 Replies 33,938 Views