Team: I have a screenshot, but I can't get it to upload correctly. I've been away from the game for several months, just updated to the latest version. When I started the first tutorial there are two plutonium patches where there should be iron. There is no way to complete this tutorial after the first aluminum mine is built. I scanned the forum for the last few months and didn't see anything on this. Any word?  
MantisStyle
Wicked hits on something that I've chewed on for quite a while. Power generation proximity to base. Micro managing laying cable? No. But a loss in transmission over significant distance? YES. An easy change or adjustment to give a player an additional consideration. All power generation baselines remain the same. (Medium map) placement say 0-8 tiles from base- 0% production loss, 8-20 tiles 10% loss, 20+ tiles 15% loss. This wont
Im good for Wednesday or Thursday
Easy enough.
Good to have an economist playing, I think. I like the idea of an auto sell button for resources produced. but not as the default state. It [would] add a layer of price control in a given market. I could see it as a simple addition of an "auto sell" button up with the Cash/Debt that opens a simple drop down like the Hacker array. Additionally, I believe it would be a mechanic that helps new players take a load off while they learn, veteran players will use it
Thanks for replies fellas. Yep, I'm on 9. I'll get that 10 running and see whats up. After reading your responses a few things definitely clicked... took me a minute to wrap my head around the split shares. One thing else about the AI that I've seen... there's certainly a tipping point. In my experience its between HQ 3/4. The more I think about it... the more I like the difficulty. Its a fight to the end and requires
Team: I started with OTC last March, now I'm back playing and I thought I'd offer some observations from a new/not-so-new perspective. The game looks fantastic and the animations are on point. I read through the beta updates, checked the forums, played through the tutorial, then hit the skirmish. 3 AI, medium, random, standard. Dat AI doe. "Improved AI" is a lol understatement. Much more difficult to pull out a win. I thought the tutoria
Fantastic analysis, Blues. I just came back from a long hiatus from the game and this is exactly what I needed to get me up to speed.
Team: I recently upgraded to a new rig and and reinstalled OTC. For the several days, the game ran fine. Within the last few days the game has started to freeze to the point where finishing a game is not possible. It happens at completely random intervals with no discernible trigger. From launch, 30 seconds to 20+ minutes into a game... and has basically become unplayable. I've played mostly all my games in skirmish, against AI, manager, medium, rando
Hey guys... sorry if its long, just want to get the idea formed for a good discussion. There have been many threads regarding snowballing and poison pills in regards to player buyout and game balance. I wanted to throw out an idea to see if there could be something to develop towards. First buyout advantage is HUGE. I would argue that a competent/marginally skilled player who makes first purchase wins ~90% of the games played in a 4 player FFA. Naturally that win r
The core principle that keeps running around my head with this idea is its ability to be used as a catch-up/punishment mechanism with cash without effecting the current production market (by extension the other players)... with the primary determining factors being the players game situation and market awareness. There might be a way to combined both ideas, with a simple option box. You have an early/mid game where you can be a speculator trading in only cash...or debt wi
PBHead mentioned the idea for a derivatives market in a different post about the Hacker Array... and I wanted to flesh out the idea a little more. I think its a fantastic idea that would add a realistic feel without being too complicated to grasp. Replace the Hacker Array with a Futures Market. Its still a building that gets made but it gives you access to a different way to make money that does not effect the current production goods market. The interface for the
I'm sure dev team is aware of this strategy now... 2 mil in 20 mins. https://www.youtube.com/watch?v=8z2Z_hi8-m4 I dont know if its fair to say that this breaks the game as it sits... but it does appear to be unbeatable. The strategy is sound, simple, and quite elegant. Keep your money working and use the array for double/triple shorts. I can't think of a good counter play that does not involve