Great post. Hate Chaos. Love dry ice. Not sure about your map-size suggestions... I like the sizes the maps are especially with respect to travel time edge-to-edge. 1) I think a strong argument against this is that players like some level of randomness, and the setting/tileset seems a really good way to mix up the randomness and allow you to blame the game if it makes something crap rather than the host/options selected -- remember that absolving the host of blame when a shit game
juzzoforgothispassword
I dont know if you saw the stream today Catching up on the video now. Debt changes as described by Soren sound fantastic. Can't wait to see how they play out!! Shame about the AI taking over the second player to found in those matches though!
I strongly disagree with the game ever specifying that someone to perform a certain action at a certain point To be clear, I'm not suggesting the game would force opponent's to buy your stock, or to ever perform any action. Nor am I suggesting to "remove options from a players arsenal at an arbitrary point" -- I don't think there's anything arbitrary about values you know the definitions of in advance or could display in the UI just under your curre
There should be a learning curve in the game, and timing actions is part of it. Completely agree with this. I'm not attempting to remove the learning curve, simply make it more obvious to players where the steps up are. At the same time, removing 'bad' play which can be abused to a player's benefit later. Good play should be rewarded at the mid-late game, not poor play. Note that I'm not talking about a hard cap, but rather a soft on
Thanks for noticing/commenting Soren. I have confidence that whatever solution gets published will be the correct one, but I hope that this discussion has/will be been useful to the dev team. The changes that you propose above will have an impact, though I'm not sure it will be enough - I will continue to push for a much stronger cap in certain circumstances I think - especially as a patent is still a 'complex' solution to the problem, adding a new game element rather than tighten
Issue "You'll see opinion dressed as fact, see definitions inexact..." I'd like to bring up for discussion the 'strategy' of utilizing extreme debt aka debt-diving. While I agree entirely that debt is a powerful and necessary mechanic to have in the game, this post will suggest the implementation of a soft debt-cap, over which level significant shortcoming
As there seems to be a good mix of ridiculous suggestions and sensible ones here, I figured I'd join in (but I've kindly broken apart my silly suggestions from my serious ones). PPP = Patent Price Point. They're relative numbers between 1 and 10, where 1 would be the cheapest of the suggested patents and 10 would be the most expensive. Serious Suggestions: PPP: 4 - Backup Generators - Condensers work throughout the night. PPP: 1 - Faraday Cage
Bugs - Occasionally after buyout, newly-owned buildings become useless (not producing/shipping anything) and won't respond to the scrap shortcut. You manually have to click each, then click scrap, and rebuild the building at which point it will start working. - Icons missing from some of the tooltip mouseovers on buildings resulting in missing image icon being displayed. - Requirement for 'special' buildings to be built next to your HQ, but no r
Entirely agree about the Colorblind Mode - had a friend buy the game to play with me the other week and she had to put it down after a few moments because things simply weren't distinct enough for her to be able to tell what was going on. I like having to analyse the prices to figure out if they're currently trending up or down, and keeping track of how long they've been doing either. Simplifying this would have a large impact on the skill required to play - figuring o