Gameslayer, I suspect that by power play he didn't mean power the resource, but the snowballing that takes place when scav found on dream spots with high carbons. Nukes are the best tools to deal with these silly tiles, especially if the scav is an early bird and doesn't have his BM unlocked for a long time. EMP's and PS's also help even though to a lesser extent. Personally, I don't think mutinies are very strong in this scenario, sine the damage caused by it is mar
InSyncOTC
Could you be logged in offline mode?
Guess I'll answer here as well. Haven't been experiencing any slowness since last update. Maybe Blues can try and host a game in MP, where he had this problem and see if it's gone.
Yeah, senseless switching from one thing to another is silly. But perhaps we're a bit too ambitious here. I can imagine how not trivial programming-wise the implementation of all the features we want could be.
Holograms are super easy to spot in 1v1. There's almost no point in using them unless you're playing against somebody who doesn't know how they work. In FFA they are decent, but again, once people recognize how powerful they are, they immediately lose their power. Having animation same as the building they use as disguise might help somewhat. And invisible status needs to go, except for when there's indeed nothing on that tile nor on tiles next to it. Bottom line, and I think
So in FFA with Blues everything was fine? I played a bunch of QM yesterday and manually set 1v1 and 1 FFA - all normal. So far I've been getting the bug only in SP. So strange...
Great! Thanks, Soren!
Weirdly enough, when we played yesterday, the speed was normal while in SP I am only getting the snail speed.
Sorry, didn't find the built-in attach option. Here's the link to archived Offworld folder, including the replay of the game I just finished on blazing speed. The replay speed is fine, but while I was playing it was twice as slow. In fact, replay's speed is completely unaffected by game speed. You can pause in-game but and the replay will keep going. http://www.filedropper.com/offworld-beta6-slowmotion</a
Hey! Pre beta 6 the tiles adjacent to HQ's used to be protected for 60 seconds after founding and nobody but the owner of that HQ could claim them. This is no longer the case in beta 6. Hopefully it's a bug and not a feature and things will get back to normal soon'ish. Thanks and have a nice day.
The nukes are there, but it's a no brainer for late founder to goon squad his carbon in this particular case. Quite unfortunate. I've been there myself a couple of times. Situations like this make me almost want to have a few seconds window that allows you to re-found and even switch your HQ type. I'll say it again and again - IMO, found rushes is not what this game is about and even though they have some place here (OTC is an RTS after all), there should be ways to counter them.
I think it's worth mentioning that timing is the key. Only relatively early first buyout has such a significant impact. If there's no runaways and everyone is sitting on similar amount of cash late game, the first to pull the trigger is often doomed. While he or she has to start accumulating funds from scratch, their rivals take the lead and there's just not enough time for recovery. Destroy buyout makes it even worse, since you also need a healthy amount of money and/or r
Of course the players are crushing resources. They would be stupid not to, They are rewarded in so many ways! They get extra resources to start with. They have the desired resource connected to their HQ. They drive the prices up and the most important of them all - they deny the resources from their opponents. Now give me one good reason not to crush resource patches upon founding. Maybe this is exactly the issue? Maybe instead of being rewarded the players need to be punished for destroying
My bad, I'll put sarcasm alert next time for ya. :P Terrible is not the correct word, I believe. I'd say unfair. There's portion of maps where the outcome is decided upon founding. I don't think this should ever be the case, no matter who grabbed the better spot. There should be ways to counter a better found and ways to make a comeback.
We're not talking about 'meh' maps where you don't have convenient silicon next to your adjacent iron and water triangles. We're talking about maps where there's no enough base resources (iron/carbon/aluminum) that can't be destroyed by HQ thus denied completely from your opponent. And also about maps with 1 high value carbon triangle and an aluminum patch close by with odd single tiles of everything else scattered around. The vast majority of maps is indeed workab
It's been talked a lot for sure. As you said, its biggest impact is when it expands towards you or when you have (or considering getting) Virtual Reality. Other than that I barely remember it's there. Yes, I would like it to be more... ehm... present, but again, not sure if adding to the complexity is something Mohawk team's looking forward to. Perhaps simple quests (like providing 20 electronics or w/e) could make it less ignorable. On the other hand they could potentially increa
indczn, personally I'd not want to play on mirrored map. IMO, they are pretty boring. But I can't see how making it a custom option could hurt anybody. Less contest over claims opens almost unlimited choices and investing in the right market at the right point of time is still one of the key elements for success. That's what determines the outcome on ma
I think you've touched an important point here. Being able to unlock new abilities gradually as the game progresses contributes a lot to game flow and also opens a possibility for long term strategies or beelines. Special buildings just don't cut it. However [devil's advocate mode], that would add a whole new layer of complexity, thus will hurt the AI which quality is already questionable. We might not care about that, because those who post in here, including myself, are mostly i
I fired up a few games in single player, all of them in slow motion as well. Had to switch to blazing speed.
Random events are particularly unfair in duels, because it's pretty much zero sum. What you lose is what your opponent gains. When in FFA multiple people can profit or get hurt by the event. But making the game fair and yet interesting and exciting is not trivial. The most fair setting would be mirrored map, with no random events at all. Which can quickly turn into a click fest and not necessarily the game I am personally looking for, but I bet some players would be pleased. <p
The Alpha UI is still WIP, from what I can see, but it's significantly faster already. My poor tortured laptop is thankful.
Hopefully this is not a horrible spoiler punishable by death penalty. :P
IMO, the problem here is not the covered map, but less than optimal resource generation. This happens way too often, when there's only 1 prime spot available and the rest are subpar at best. It doesn't really matter who gets there first or who is more advantageous when it comes to debt. This just shouldn't happen period. And it does in both duels and FFA's where one player gets a chance to run away from the very start. The solution, IMO, would be better resource balance. Revea
At least the new UI is cool. [e digicons]:grin:[/e] http://i.imgur.com/ZSYYnhr.jpg
[quote who="indczn1" reply="18" id="3582491"] If you are producing whatever is being launched (highest priced offworld), then it doesn't really matter if it becomes unprofitable or not to launch, since you just sell it on world instead. The highest priced offworld will have the most on world price support, [/quote] True, but that makes OW obsolete. So the assumption whoever wins the OW race wins the game is not necessarily correct. You can capitalize on high onworld pric