After playing around 142 maps in a 10000-map pool, you can probably expect a repeat based on some back-of-the-envelope calculations. After playing 1000 matches, 1 in 10 matches will be a repeat. Having 100k maps will bump the time to first repeat to 447, not a big change. But consecutive repeats are not normal. I have no QM experience. If you really want to utilize a map pool, it would probably be better to keep track of some stats of who has played who. Or, you can assign cou
Jaiwera
Happened to Zultar as well. This could be handled by graying out the clicked area in some fashion for 1 second after purchase, by either leaving an empty placeholder there and moving the purchased player down instantly, or just prohibiting stock buys for that player for 1 second and then moving him down afterward.
Look at their resource value. Buy some carbon. Do they have more resource value now? It's because they own carbon.
[quote who="blackmagic1" reply="5" id="3613345"] That little graphic is clickable but it doesn't work the same as it used to. I'm not entirely sure what order it does it in. If you keep clicking it goes through all the high tiles and then goes to low tiles (skipping the middle ones for some reason). If they could fix that to descending order then that would be perfect. Also if they could make the popup not so large that would be good too. The box that shows "carbon" blocks all of
By resource icon, I mean the one left of the three tile indicators; that has the old behavior. I don't have OTC installed right now though, so I can't try it. Yes, who would ever guess that little graphic was clickable?
[quote]It would be helpful to have a "home" button somewhere so you can quickly locate the colony (kind of like the little windows button to toggle back to your desktop and close all the windows). On occasion I've had to hunt for the colony so it would be awesome to click on a little button somewhere to get to it. [/quote] This will be "1" when Mohawk fixes it. [quote]Prior to found the available resources used to be located in the top middle of the screen. When
I don't have a problem with checking other players' resources, I was just wondering if there were other benefits or costs. The freeze takes about 20-30 seconds, and whenever an auction starts in a video, I immediately skip forward by 20 seconds. Auctions are pretty boring to watch. If auctions were unpaused, there would be pressure for anyone who wanted to win it to resolve it quickly. This creates significant time pressure to win auctions quickly and think maybe a little too
Any thoughts on the matter? Players use auction downtime to check opponents' resource stockpiles.
Whatever you propose, keep in mind that it should have as few buttons as possible, and under no circumstances should the player be required to type anything.
The only factors affecting the price of a resource are market purchases by players and the neutral colony. You can predict the future price of any resource by looking at the consumption and production rates of the buildings on the map. Every time a resource unit is purchased or sold, its market price changes by $0.00x. (there isn't a single player in the entire community who knows this number) If your opponent is
If this were actually implemented, then it must also be bypassable somewhere. I don't want to replay tutorials every time I reimage my system.
https://youtu.be/f1GUjO55ruo?t=394 Poor Niven gets kill ed just because he happens to be listed under Burroughs in the stock list :( And at 9:30, showcasemike gets double-murdered because of it.
Here's how I think it works: 1. Iron and water? Science. 2. Poor water overall? Robo. 3. Good selfish BM (claims)? Scav, if not founding too late. 4. No iron? Robo. 5. Otherwise expansive. I think the game is only interesting when at least one or more resources is very poor.
I think you're not sufficiently experienced to understand the balance. Besides, every time Soren tweaks something like Offworlds, shipping, BM, Engineering, the balance swings around. Science has gone from supremacy to rubbish to supremacy two times already. None of the HQ types is excessively powerful at the moment.
[quote who="showcasemike23" reply="15" id="3607423"] Another reason this favors the scientist is because they don't have to ship resources out to their claims only back to the colony and if you're planting say steel mills or glass furnaces away from you're base rather than mines you have to ship resources much less frequently and definitely spent much less fuel dollar for dollar shipping resources. [/quote] showcasemike, I think you should take a closer look at y
Scavengers don't have any power bonus. Don't confuse strategy with fundamentals. There's a "colony adjacency bonus" in campaign which I think hardly anyone knows about. It does very little though.
Colony bonuses are on a blog post by Soren somewhere.
For #5, at the end of the match, which player gets to sell his resources first? (Basically, who gets the good prices?) You probably did fix #4, I haven't tried to take 3 Offworld Engineers in forever.
Permanent engineer power ranking: Mr. Free Offworld (800k) Offworld Market, used for the last round (400k) Free Upgrade Lab (400k) Free Pumps, Mines, Quarries (200k) Steel from 1->2 (100k) Pumps, Mines, Quarries from 1->2 (100k) Teleportation (400k) Superconductor if you have Solar Panels (200k) Free Patent Lab (400k) Free Hacker Array (400k). usually, just scrap it for an extra clai
I watched Zultar's stream and found that there were a lot of things people didn't know. 1. Don't buy that Patent Lab Engineer permanently. By the final round, most of the patents will be taken by other players. 2. Cheaper Patents is bad for the same reason. 3. Pay a lot of attention to whether the colony type lets you build Labs. If it does, you need significant carbon production (2 tiles). You will need significant aluminum production also (2 or 3 tiles),
[quote who="Stylistic_sagittarius" reply="12" id="3607262"] Yeah but right now you almost HAVE to build everything close to your base because of this. The penalty was already high for having a large transport due to time loss lower fuel cost and higher and higher chance the black market items will interfere with the cargo ships. This also makes the starter location maybe TO important. I think that if they don't redo this they should also make fuel/o2 planet
Claim at level 2, build at level 4, is a mistake unless it was an auction.
The AI also is regularly two upgrades behind the player, keep that in mind. Its low debt comes at a price. The new shipping cost does fix the problem of cross-map mines. And incidentally, it makes teleportation suddenly worthwhile to pick up in Campaign.
[quote who="showcasemike23" reply="47" id="3605073"] What should be removed from the game altogether? [/quote] Zultar is referring to the "Tighter Debt dance". Hit by a NV on some buildings? No problem, just sink all your cash into electronics and now those buildings are off. Any time the game forces you to purchase stuff, it can be stopped by refusing to have cash on hand. Which reminds me, if you only have 1 or 2 farms, not enough to cover your food costs, then dis
[quote who="Pbhead" reply="3" id="3604730"] Well. it will be unique. I suspect that neither cubit nor I will win this one, given how easy it is to knock people out. [/quote] Cubit doesn't even bother founding in good locations anymore; he produces as little as possible, pays attention to stocks, and sweeps up the mess at the end. It's possible to win against the current crop of players with the right strategy, but playing conventionally isn't it. On