blues is doing pretty damn good! we better figure out who he is and what cunning diabolical plans he's up to.
Cubit32
I think resources should show what ctrl shift down gives you, it's just better that way because its simple.
Maybe there should be a button that allows you to scrap all buildings from the HQ, that works only with nanotech.
my offworld replay folder is at C:\Users\Cubit32\Documents\My Games\Offworld. Yours should be somewhere similar. The file you're looking for is replay.bin.
It shouldn't happen, what likely happened is someone targeted your goonsquad tile. Do you have the replay file?
randomness is good as long as the match is fair. A random map and resource distribution is not bad because players have to bid a certain amount of debt to get the good founding spot vs having no debt with the bad founding spot. The bidding game balances out the potentially bad vs good founding location. The random black market similarly balances out in this way because it doesn't give either player an inherent advantage that the other doesn't also have. However when both playe
the way I deal with it right now is running OTC windowed and browsing the internet in a window that doesnt completely overlay OTC.
I appeared on it! Yay! ps. I would really appreciate a notification sound when a quick-match is found because sometimes it takes a while to find a match and I'm doing something else.
If anyone else plays like me, they spend 90% of their time hovering over their competitions HQ (especially in 1v1). Holograms can easily be spotted for what they are. I think they are generally useless, especially because you can quite easily infer where they are placed and when based on the price of holograms.
^not by much, the difference is less than 25% of income depending on where you are.
If you can reduce a high resource to flat status, that should be a bug. Otherwise it is working as intended.
I'd be more interested in playing quickmatch if I knew that I wouldn't be matched against new players at some point.
There are quickmatch tiers? I thought after my first 5 games that I'd be matched up against newbies indefinately.
yes but stock price isn't all used that much to determine who is and is not ahead.
Main guide and addendum, updated for Beta 4. I hope I haven't increased the number of mistakes in the guide by a factor of more than 2. http://docdro.id/160jk http://docdro.id/160jn I also want to promote Elon Musks SpaceX, Tesla and Solar companies, hopefully some will enjoy this little conference interview: https://youtu.be/EOlhib1lTiI . I'
Obviously the dome needs some bug fixing and clarifying. As it stands a dome seems to make 30 to 50% more than is indicated before building it, depending on its distance to the colony. I think a decent fix would be to show the potential income on the tile over which you hover its blueprint, just like we have for all the other production structures. I'm fine with the pleasure dome consuming some life support though I personally don't think it is necessary. I don't see the d
The pleasure dome income is ambiguous and the interface lies to you about how much it produces, that needs to be fixed otherwise I think it is fine. The hacker array imo needs a completely new type of use. I personally don't think that there need to be catch up mechanics. As it stands equally matched 1v1 opponents can go toe to toe in a variety of ways, and an algorithm that tries to determine who is ahead is liable to be abused against its own purpose.
In the infamous 1000$ Pleasure dome game with Zultar no counter domes were made which meant tacticus enjoyed 100% of the dome income pool. There were 6 players in game, all of whom were exp/scav which immensely boosts the pleasure dome. I agree that the stimpack should double power income as well, but also that it should double power consumption of any structured affected by it. i think domes are fine as they are. You can somewhat counter goonsquad spam by buying a lot yourself so they're
projected revenue doesn't account for adjacency bonuses, which means it underestimates profits. It is much faster to be familiar with the production chains and get used to do the guesswork intuitively every time you glance over the resource prices.
it doesnt include power. It takes the sell value from the output and subtracts the value of the inputs from within the same building.
I'm not sure how valid I suppose starting with 2-3 solar panels any day is risky in 4 or less player Games. The colony puts a little presesure on almost all goods, especially life support and power.
Adrenaline and robotic bonusus increase speed. Speed increases both in and output. adjacency and engineering bay bonuses increase efficiency. Efficiency increases only the output. I'm pretty sure there are no others.
in settings you can set autosupply
I strongly agree with this. We really need a chat lobby.
Instantly buying someone is 20% more expensive then buying all stock 1 by 1, but it prevents 3rd party companies from defending the company until it is too late.