LeadRaven

LeadRaven

Joined Member # 6379720
4 Posts 8 Replies 47 Reputation

While playing non-robotics I'm just producing life-support and win. By robotics I'm trying to attack fast enough to win before colony dies.

13 Replies 13,959 Views

Strictly speaking, Mars has no hot core nor floating bowels. And here are no marsquakes nor geothermals.

4 Replies 3,397 Views

Nice idea. I think here might be random events: collapsing existing geothermal vents, generating new ones. It might be new event(s) or part of marsquake.

4 Replies 3,397 Views

New mechanic to add veriety. Player has 1 engineering team, that builds/sraps/repairs buildings. Team shoud travel across the map just like transport. It will not allow players to instantly rebuild entire base, and early game will be much smoother. Here might be some exceptions: - Self-deployable buildings. Like farm right now. Quarry might be self-deployable. - Some way to increase amount of engineering teams. - Some HQ might have advantage. Se

1 Replies 2,571 Views

How about shift+click == for all ctrl+click == for connected For example, I turn off iron mines and accidently turn off aluminum mines (shift+click).

3 Replies 3,692 Views

New building. Some kind of "mini HQ": collects resources from nearest buildings. If you have some massive resource production far away from HQ, spend 1 claim to make shipping faster and cheaper. Some variants: 1. Collected resources bacome available in all hubs/HQs (as if it were another HQ). 2. Transport hub sends resources to nearest HQ, but uses advansed transport: bigger, carry multiple cargo types, faster, uses less fuel, defensed against pirates. P.S. How

0 Replies 3,961 Views

Player A owns 50% shares of player C. Player B owns 50% shares of player C. Player A buys player B. Player A owns 100% shares of player C. Now player A could buy player C for $0. May be this action should be done automatically? Or vice versa even if player bought 100% shares of other player, he must confirm buyout.

3 Replies 5,530 Views

Current pricing calculations are too abstract and lead to some absurd tricks. I think price formula shoud rely on offworld price as cap, local stockpile and colony population. With fixed stockpile: bigger population -> higher price. With fixed population: higher stocjpile -> lower price. Something like price ~ offworld / exp(stockpile / population). + colony consumes resources from stockpile (as it do now). But i'm not shure that the col

3 Replies 4,659 Views

The heart of the problem is abstract merchant who buys and sells any amount of goods at inadequate prices. I think game shoud force players to interact through the market with each other and not with this merchant. T he market should be more closed .

9 Replies 7,900 Views

1. Remove glass from robotics electronics factory. 2. Make alternative fuel source, that does not rely on water. May be geothermal-based fuel extractor? 3. Power plant: fuel -> electricity. 4. Fifth HQ type, that does not require aluminium for HQ upgrades and buildings. Y-shape of HQ.

5 Replies 4,903 Views