[quote who="jgray5454" reply="24" id="3528287"] I don't think we should be for/against changes based on how "realistic" they are. In the real world, you read over quarterly earnings statements, report positions to the SEC, and file your taxes every year. I hope we can all agree that none of this belongs in a game despite being "realistic". [/quote] I am not under the impression we are arguing on a realism basis. I am making suggestion on a gameplay basis. The goal is to
xCoffee
[quote who="SanderBuruma" reply="7" id="3528202"] 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. [/quote] This is interesting info! We need to summon a dev by the holy beta tester power.
[quote who="Tigershawk" reply="5" id="3528147"] My point was that its understandable that its not -$4, because revenue is supposed to be without costs. According to the screen and the tooltip together he's generating +3.5 steel, and consuming -3 iron because of the bonuses. So, $43*3.5 - $43*3.0 is the $21.5 you arrived at. So, I guess it is profit after all. I can't account for the remaining 1.5 with what we can see. Maybe the sale price is bei
[quote who="Pbhead" reply="3" id="3528141"] It might be the average of the steel mills? As the middle 2 steel mills ARE profitable. [/quote] The screenshot shows +3.5 steel production so: 3.5 * (43$) - 3 * (43$) = 21.5$ of revenue From the 4 steel mill present it is not possible. I assume the "Off" steel mill does not provide any bonus and there is a steel mill alone somewhere.
If you are missing something i am missing it too. If revenue means: Amount of money the resource produced is yielding, it should be +43$ Amount of money the resource produced minus the resource used, it should be 0$ Amount of money the resource produced minus the resource used, minus power used, it should be -4.4$ Now +20$ does not make any sense. The only way i can come close to a 20 value is by the following: Ignore t
Using the f-keys is not good for folks who use laptop to play. The f-keys are sometime binded to some hardware management. Also, try to do alt-ctrl-6 for fun. That being said, i am not sure hotkeys for resources are necessary. The fact the sell all option need a hotkey is more that the interface is lacking than the hotkey is needed. If you really want hotkeys, maybe selling could only be "1" for buying water and "ctrl-1" for selling it.
[quote who="Anathomical" reply="16" id="3527808"] I think this is the part I'm still mostly missing from this thread. Prices are ALREADY regulated based on the number of players in the game without making any changes to whatever the current formulation is. If everyone else in the game is building a ton of steel, the price will likely go down as they sell their stockpiles. This is true in an 8 player game, and it is true in a 4 player game. Now, to be fair, it is likely to be more tru
[quote who="Anathomical" reply="14" id="3527781"] I don't know that I'm absolutely against a stockpile, but two questions: 1. Does this do anything other than provide a hard limit on how much someone can buy of a resources (rather than a soft limit based on rising prices)? 2. What happens if the stockpile is empty? Can you not buy the fuel you need? Do your blimps all stop? Do you suddenly find yourself unable to make any money because you can't get your
I suspect they want statistics. Those are easier to get when everyone play on the same map.
In game change log is up, i can't find it in the game files tho.
[quote who="Anathomical" reply="10" id="3527716"] Similarly, by having price volatility tied to quantity, not to players, it allows a single player to maintain the ability to have strong impacts on the game. A single player dumping steel can still crash the market. Scaling this by player risks no player being able to affect the market intentionally, and in that world what active things is any given player doing? [/quote] The way i understand the game, the companies are selli
The relative mobility of prices would be solved if the market we are selling it to had a stockpile that is slowly being consumed by the Martian colony. The colony size is scaled up to the number of player and the stockpile level auto-regulate the price volatility. It also prevent a resource being available even if nobody is producing it. But i don't know if this is a good thing gameplay wise.
A strait upkeep is probably not a good solution i agree. And in general i also want a game that can conclude in a reasonable time. But right now i feel like the early-mid game is the only game that exist, past that the game is pretty much settled. The final face to face should be the culmination of excitement in the game, unfortunately right now it is not. Maybe we should check into something like poker where face to face is the real game. The guy with the big stack have an hi
I totally agree on this. If i may suggest another solution, i would add a player by player totally zoomed out view. It would hide everyone but that player and show every building and trade route for that player. It would be possible to swap from player to player in a single click while staying at the same zoom level, providing easy comparison.
Hi Mohawk devs! First of all you did a great job on this game! I will try to provide constructive feedback on what i liked and disliked on my early games. It will mainly concern some design aspect. I know it is late in development for this type of feedback but i will write it down anyway. The Martian market & colony The main assumption of the game is that there is a resource market on Mars from which players bu