![]() ![]() leading to infinite money by changing the steel into titanium and the titanium into steel!) (Plus, I have already reported a bug via in-game feedback where steel/titanium refineries are happy to eat anything, not just iron/raw titanium respectively. How many steel/titanium refineries are you allowed to build? Seems like infinitely many? Not clear why you should be able to build so many. It might be a good idea to prevent the player repeating my stupidity by limiting to one refinery until you research a tech or something.Ĭould use more control on trade routes: firstly, an option to destroy cargo ships that are unused, secondly an option to change a route's start/end points, and lastly more intelligent AI with regard to docking bays (I was seeing huge queues at my docking bay even after I built another). I semi-softlocked myself and ended up losing to the very easy AI :D, by building two refineries first and not a tech facility. I had great fun testing the beta this afternoon and it certainly looks headed in a very good direction with a lot more macro-level strategy. +1 on the new HQ designs (very cool art), satellite bases, nebulas (though perhaps they're slightly OP) and the trade routes. Love the changes, keep em coming!!!!! Can't wait for the next update. They are now free to buy and can be added to only a few station modules, but not sure what the long term goal is. Efficiency upgrades seem like they were depreciated, but not entirely.This might be intentional but curious what the long term plan is. The trading outposts can't be destroyed, you can get its health to 0 but you can't actually blow it up.Mining/nebula outposts, can be a one ship purchase to take with industrials, but for the spy/future the equivalent step is (build 1-2 fighters, build troops, redock the fighters, load the fighters, take off, dock, unload). The boarding/taking of outposts is skewed towards industrials.The other person will need to spend 2-3X on ships to fight a losing battle making them never able to get the reactor upgrade. ![]() It becomes a math problem at that point, one team gets the reactor upgrade and can now produce ships that drastically outperform others for a meager increased cost. Or you could be lucky and it just exists in one station that someone can get for free puts whoever gets 'lucky' at a possible unrecoverable advantage for the enemy. The fact you need to save enough money to buy it, and save it on the off-chance it shows up from a trader which it may take 3-4 trader runs to show. The reactor upgrade gives a massive upperhand to whoever gets it first.
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