gduma

gduma

Joined Member # 6447789
7 Posts 10 Replies 558 Reputation

I am not sure if this has been posted on this forum before, but how do people feel about the center colony and its interaction with the game? I know when I play that I try and keep tabs on what modules are being created, but honestly I forget about it as often as I remember to check it. It serves a necessary niche of creating general market demand, but overall I feel as though its biggest impact is the one game out of 100 when it randomly expands onto the tile you were about to claim. <p

1 Replies 12,118 Views

Just my two cents on game design, referring to cubit and duelkings discussion about when the bonuses should be available, HQ1, 2 or even later. Just because players should not take advantage of these unique bonuses at level 1, does not mean they wont. You have to take into account the new player experience and the general curve of learning and game sense. While you are all masters of the game in your own way, gating the ability to use these HQ specific bonuses behind a certain HQ upgrade is h

9 Replies 52,492 Views

Pregame bidding as an option could work as follows. On a revealed map players have a area selector about the same size as the old scans. When a player sees a spot they like they click the map and that section of the map comes under auction. Every player is allowed to bid on the spot, or pass and wait to grab another location. If they win the auction they can place their HQ anywhere within that selected area. If a player gets outbid on a spot they want they are allowed to initiate another auct

6 Replies 6,093 Views

The "players online" feature would be amazing. If you look at the steam reviews of the game, dozens of posts are about how the multiplayer does not work, as people log on, see no available lobbies, and a text that just says searching. Having a feature that says how many people are in the multiplayer lobby right now, and possibly how many are in games at that time would be huge.

2 Replies 22,623 Views

I had not yet looked into the beta 5 patch notes, but even if they are reduced in their effects, do they have any place in the 1v1? The maps generate a certain amount of randomness in each game. Add that to a unique single time choice of 4 different HQs, and you already have a large amount of variability in each match. Finally there is a randomized black market and daily auctions to change the day to day play of the game. Each game is already influenced by all of these factors crea

7 Replies 23,505 Views

How does the community here feel about natural shorts and surpluses in the 1v1 quick match system? While I find that they put the market in interesting places in multiplayer games, I find them sometimes a bit too influential in the 1v1 matchup. I guess the case I found most recently was a 1v1 where I founded, expanded to level 2, and put down farms as my HQ level 2 production as scientific. My opponent made an intelligent play to make glass with the higher prices. Up to

7 Replies 23,505 Views

Just commenting to agree with Cubit. With 10-15 minute queues not being uncommon, a sound that plays to alert you when a game starts would be amazing. The loading times for a 1v1 are so fast that just alt tabbing for 15 seconds while you wait can cost you a game.

57 Replies 198,547 Views

Soren mentioned changing the cd on holograms in future patches, but did not make any remarks on whether we would ever be able to choose what a hologram will be disguised as, or let us know before we place it what the hologram will be. Drawing black market attacks to a hologrammed tile could be a strategy however. If you have a building that is losing money, instead of shutting it off, you could hologram it and use it as a lightning rod for other players to attack a usel

14 Replies 32,260 Views

Soren, have you or other play testers ever seen the Magnetic Storm have the bug listed above? It only seems to happen in 1v1 matches made through the quick match system, and the magnetic storms were purchased through an end of day auction, but I have seen it multiple times in those games.

2 Replies 14,262 Views

While playing several 1v1s I noticed a bug with the magnetic storm where not all blimps where getting destroyed in the highlighted white area. Has anyone else experienced this bug? This bug occurred in 1v1 matches made through the quick match system, and the magnetic storms were purchased through an end of day auction. I saw about 2/3 or 3/4 blimps getting destroyed, but each time I noticed a blimp near the edge that I had been waiting to enter the white area not getting destroyed. I waited f

2 Replies 14,262 Views

Does anyone else have a hard time seeing the white player's stock purchases? I often play without sound, and only glance at the stock purchase window in the top right. Most of the player's colors I can see just fine at a glance, except for the white player. I consistently play 8 person games where the white player has purchased several stocks in another player before I notice anything is happening. In these large person games the text messages in the bottom right moves so fast that it

2 Replies 2,958 Views

Core Sample right now allows players to uncover new resources on any tile they choose, so long as it does not have a resource already on it. Early game its a bit tough to spare a black market buy on a core sample, and mid/late game you are, at best, gambling for a rare resource to pop up next to your base. My main question: Has anyone seen a pattern in core sample resource generation? I know that certain land tiles are more likely to generate certain resources, you generally find c

2 Replies 20,324 Views

In a previous post, a player was complaining about how geothermal plants do not work with holograms. This oversight prompted Soren to state that maybe a hologram could make a building invisible for a time, which I think is an incredibly fun and interesting mechanic and I want to start a discussion about how that would affect the game. The ability to make a geothermal plant invisible for a time would be neat. Make the tile appear blank on the map when a hologram has been placed over

4 Replies 61,830 Views

Cubit, you and YerAnd (at first at least) seem to think this is a post entirely about balance issues with the PD, when its more about what position the building fills in the current meta. The domes definitely require fixing, from the tool tip not telling the proper amount it is making, to the lack of double power consumption when boosted, to showing increased value when frozen, the domes are plenty buggy even without balance or gameplay changes. But that's not reall

39 Replies 189,079 Views

I had no idea about the double research and shipments. I will have to check if that is documented anywhere, but that sounds very interesting. Regardless, I mentioned in my post that one of the only counters was to build your own, less efficient PD, but that cant be the best game mechanic they can come up with. You are essentially taking a loss on a tile for the entire game, and STILL nothing is gained in terms of fun interactive gameplay. The point of the post was not t

39 Replies 189,079 Views

True Cubit, but assessing the base efficiency through the expected revenue and then adding 50% or 75% with adjacency is still pretty easy for the newer players.

4 Replies 22,756 Views

Pleasure Domes in the current meta- Currently Pleasure Domes are relatively cheap to produce, cost only power as upkeep, and give a fixed income in return. Recently a player known as DeathTacitus has been crushing games with an "early patent lab->virtual reality tech->Pleasure Domes". This strategy sacrifices early game HQ upgrades and a lot of money to secure a crucial patent and a set up for a strong mid to late game. I have yet to see him lose playing this strategy, a

39 Replies 189,079 Views