Doctor Dread Administrator Posts: 1478
4/12/2016
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Just wanted to say that even though this is an early Alpha with half the game (events) missing, some annoying bugs and only a dozen people messing with it, it's been fun so far. I mean just seeing the Corporation name of "Inhale Inc," for a tobacco company was worth the work =) Let me mention some info about playing the game: On my corp I have been upgrading my 2 sugar farms to level 5-6 and they are pumping out almost 1000 sugar a turn. Its has overwhelmed the selling power of the factories and my transport already. Also, I've knocked the price of Sugar down to 100 where everything else is like 150 in Chicago and lowered it in Memphis where my transport has been going. I need to go somewhere else more profitable. The way I am looking for other more profitable locations is to go to the view screen and then demand and drill down to the product you're interested in. Then, take a look a the Top 10 grid below it and you can see the top 10 highest demand cities for that product, you may have to zoom into a city. Start sending your stuff to one of those places. and watch out how much you are selling to your local area. you might floor the price and lose money. The "Volume" next to the price is how much can be sold in a single turn. If no one sells that product the price goes up half a point a turn. If you (and anyone else) can sell the entire volume then the price will go down half a point total. If you sell half the volume then the price will stay about the same. The volume is determined by the population in the city. Farming and ranching gives you a wide variety of products you can make from the same farm or ranch but food doesn't combine into any higher tier products. Things like Chemicals, Metals, Minerals do but they have only a few different things they can produce by themselves. The "Components" factories like Alloys or Polymer take about 10 units of resources but spit out 25 of the component. The end product factories take about 10 units of Components but spit out 50 units of product. Because it isn't efficient for your corp to make all the different components required for higher tier products you should try to Contract with another company to trade for what you need on a regular basis. I hope to get a few of these bugs/changes knocked out this week and try to start work on expanding the games other features like Artifacts and Voting. Once that operates smoothly we'll probably open the Alpha up to more people who are singed up on the site. There are about 400 registered users.
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Kemot Posts: 43
4/12/2016
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Yes, I definitely agree that it's been fun so far and when we have more functions activated and more people in, then we will have more action and interaction. Effective economic management of the empire when it grows is going to be a really time-consuming struggle and that's good because, hopefully, in this way there won't be Jacks of all trades around and politics and interaction will become the core of the gameplay. However, it is important to understand correlations between different branches of industry, e.g. why we actually need banks or colleges... or tobacco . It is still not so obvious to me.
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cyb0rg Posts: 123
4/12/2016
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I'm just putting end product factories in each city since that's a lot less stuff I have to haul.
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Naills Posts: 48
4/14/2016
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ive colonized titan and am turning it into a military base
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cyb0rg Posts: 123
4/14/2016
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What happens if we kill all the Terran ships on a planet? Do we take it over? What if we kill them all?
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Doctor Dread Administrator Posts: 30
4/14/2016
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cyb0rg wrote:
What happens if we kill all the Terran ships on a planet? Do we take it over? What if we kill them all?
Right now the system is keeping 2 defenses and 2 units in every city in Sol. If there aren't 2 and 2 in the city it will make another one randomly. You can never kill them off they always come back, but you can attack another player for a couple rounds, maybe raid his stuff and get away without too much damage, depends on the kind of units that happen to be in there. Since the higher value resources are out away from the city and most of you are building on those you can attack out there without having to worry about the big terran fed units
I plan to add more to it. The system will eventually take a look at the battle logs and determine that it should send some new terran fed ships to certain locations and guard them for a while. Might do some kind of bounty/reputation system where if you're nuking players all over Sol the Terran fed spawn bigger and bigger fleets and send them to your structures.
The idea is not to stop you from attacking players, its part of the game, but it needs to have an ever increasing resistance to players nuking weaker ones.
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Kemot Posts: 43
4/14/2016
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Right now the system is keeping 2 defenses and 2 units in every city in Sol. If there aren't 2 and 2 in the city it will make another one randomly. You can never kill them off they always come back
Oh I wanted to try and attack them but it seems pointless then...
When the game launches "for real" will things take longer to build? what is it going to look like? It would be good to test things in those real conditions.
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Doctor Dread Administrator Posts: 1478
4/14/2016
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Kemott wrote:
Right now the system is keeping 2 defenses and 2 units in every city in Sol. If there aren't 2 and 2 in the city it will make another one randomly. You can never kill them off they always come back
Oh I wanted to try and attack them but it seems pointless then...
When the game launches "for real" will things take longer to build? what is it going to look like? It would be good to test things in those real conditions.
The build/upgrade times will be a lot longer. Upgraded shipyard/war factory might make it less. Or you have to upgrade them to get to the bigger units. Transports probably still be quick You should try to attack someones industry outside the city. Go the Viewscreen and Industry tab at the planet level of zoom and look for someone building outside the city. Move to it , attack it fro a couple of round, then order it back. Use something with cargo space, maybe mechanized. and use the "Raid" option bring back the goods.
As for what it's going to "look like", I imagine once people aren't making much money and are scrounging for profits you'll be denying contracts to someone like cyb0rg and he's going to show up at your Corp HQ and say....
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+1
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Kemot Posts: 43
4/14/2016
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haha unless I visit that person myself to reject the contract
And yes longer construction times are good because now things seem to happen to fast
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cyb0rg Posts: 123
4/15/2016
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The game should really start with low demand and grow as players increase so we don't have a few ultra-powerful early players. Maybe all cities should start at size 1 and require players to grow them?
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Doctor Dread Administrator Posts: 30
4/15/2016
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cyb0rg wrote:
The game should really start with low demand and grow as players increase so we don't have a few ultra-powerful early players. Maybe all cities should start at size 1 and require players to grow them?
The Sol system needs to be very "Fixed" because it has to always be there and always be at "normal" prices so new players can come in and get going.. What I might do however is make the number of fixed Terran Fed defended cities be very small but allow new cities to be created and maintained, OR like you mentioned, maybe they start off really small and have to be built up by he players. That doesn't stop a player doing what you're doing, where you plant a factory in every city. The thing that's suppose to prevent you from doing that is that you can't make everything profitable but that doesn't work when you're basically alone in the game. If I had 2000 players in Sol system right now the problem might become reversed. Finding a way to make the Sol System grow as more players play in it is something I need to look into
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