[quote who="Anathomical" reply="29" id="3528934"] I don't think I have a problem with this idea in the abstract, but my problem, which I suspect I have not expressed particularly well, is that I just don't see how this is possible. An 8-player game does not generate literally 4 times the demand for any given good when compared to a 2-player game. For instance, a 2-player game with a pair of Expansive HQs will generate (roughly) the same demand for food that an 8-playe
Cubit32
I regularly divide my industries into different districts to prevent more than 1 industry from being disrupted at once. The loss of production efficiency is about 10-25% and this is much less than the lost production to sabotage.
If a player doesn't produce their own construction materials the prices will soon skyrocket almost always because the largest propensity of other players is to upgrade and upgrade and upgrade. The cost of construction materials will rise by 50-60$ just from upgrading to lv 3 or 4 and building life support structures. Life support + power + fuel can go into debt which isn't so bad because debt has practically no consequence until later in game. Steel Aluminium and Carbon are the e
the correct industry changes as the game progresses. There is no making the correct choice from the start, the correct choice changes continuously depending on other players' choices.
Engineering lab for me takes too long and too little. The exponential cost of chemicals is too great for me to want to divert my economy from life support and other consumables which are always necessary, always increase in price and are easy to manipulate to astronomical prices with hacker arrays, black market sabotage and buying out of companies that are producing consumables. The amount of profit you can make from a market is limited by how much is consumed and not just by how much is prod
Thanks Munky!
Hi all, I've been playing OTC for a couple weeks now as Cubit32 and have written a guide about it. I've won about 53% of my games as of this moment, consisting mostly of 6-8p FFAs. I've beaten pbhead once (and been beaten by him several times) and won a lot against most other players. I've been beaten to, but I've learned many mistakes from the losses. I think that if you like winning you'll enjoy my guide. viewable in browser. http://docdroid.net/ttem<
Build two places for power, like 2 wind mills here and there, mutiny someone elses or save a mutiny to countermutiny someone else. You have options.
That is what I'm trying to say coffee, that prices should be equally stable across 2p through to 8p games.
I would like to note that marathon mode makes it easier for scientists, because they don't have to deal with the decreased production efficiency from resource mines. The decreased production efficiency compounds through whole supply chains, making chemicals particularly hard to produce for non-scientists.
I would appreciate some dev clarification on this, because this is not at all clear. I don't think that the revenue is the average revenue from all steel mills, because I get different values from facilities with different adjacency bonuses.
Hi all, I'm quite sure the revenue in the picture should be -4$/s as the iron price equals steel price, and -4 is from 0.2 power. http://clip2net.com/s/3dGB1L9 The shown revenue is 20$, how come? Am I seeing something wrong?
Hi node10, Some daftness , scroll down to "Why charge so much?". They're not intentionally discouraging sales, but growing a playerbase that is genuinely interested in the game. Though the method does discourage sales, fortunately it also has the intended effect. Best Regards,
It seems production is 20% lower, build costs are 50% higher and stock prices are 2x. It would seem that consumption rates aren't adjusted to make up for the decreased production, so for example a steel mill still consumes 1 iron even though it produces 20% less steel.
[quote who="Neizzle" reply="19" id="3527857"] Quoting indrkl, reply 17 one thing is true though, Colony has a lesser effect on the game the more players there are. This is the key. We barely notice the colony's effect in a two player game, let alone an eight player game.
Ctrl Shift switching buildings on and off doesn't work between scientific buildings and regular ones. Ie scientist has farms and has regular farms too from a buyout, it won't let you turn off ALL farms at once because they are "different".
I would rather than the prices of other goods be made less mobile. The hacker array would have less effect on base resources and a little less on the rest that isn't chemicals or electronics.
http://clip2net.com/s/3dBqcde one of the steel mills is scientific, the other robotic.
you can see the patch notes in game after updating. Restart steam to make sure it updates OTC.
I don't think that this is a good idea either, Other player's have the black market to even the playing field with. A player who snowballs made good decisions, he should not be punished for making good decisions.
I think this problem could be solved with a tab-screen (a screen that shows up while holding down tab) showing basic information like this in addition to basic information like cash on hand / resource value / structure value for every player. Maybe the presence of a hacker array should expand the amount of information available in such a screen.
My question is, why should the price mobility be relative to absolute quantities, what does this add to the game versus making the price mobility relative to the number of players and to the base production rates? My argument is that there is more value in pegging price mobility on player numbers and base production rates so that the markets are not inherently volatile by design. It would add some variety to the game without adding much complexity and making the market less hectic.</p
Hi, I win about 35% of my games in 8p games, including my newbie games from a week ago. When at first scouting the map, look around before starting to scan and scan in the direction of where the resource pips aren't showing up because that's probably not where people are going to start scanning and therefore you will statistically have less competition when you find a good spot. Do not in advance decide which company you want to choose if you can help it. The map will
It's just that the market is a lot more volatile in 6+ player games than in 2p games. The black market has it's prices adjusted in accordance with the number of players, why shouldn't the regular market be scaled to the number of players as well? the market moves a lot faster in games with many players simply because there are many players, that doesn't seem right. And also, the prices of easier to produce goods are more volatile, why would that have to be? IRL the prices of e
Someone had the idea to use symbols and colors instead of plain text to solve the problem of the wall of text on the right hand side news ticker. In the next patch a % will pop up next to a player who's within 50% of buying you out. showing how close they are to buying you out.