Various questions and thoughts on play
Hey guys/ladies. Sup.
Been playing this game for about a week and loving the hell out of it, especially when I play with friends and we "temp team-up" against the AI and then turn on each other in an epic battle of maxing production and making the loud cashbag sounds from SHIFT-selling.
Figured it was time to get some of my thoughts out on "paper" and see what the devs thought. Since I can't access the "Founders Feedback" subforum yet (see Support subforum for my post on that), I'm not sure if some of my questions/concerns have an already stated answer.
- What are the energy generation rates (as percentages of normal) for Very Low <-> Very High for solar panels, and Very Weak <-> Very Strong for wind turbines?
- In general I see very few occurrences of Trace deposits (they tend to be Lows, with Mediums and Highs sprinkled about). Since it's only 25% of a Low (according to the rules), there's almost no reason to go after them even if the closest Low is blimp ride away.
- If a player builds a production facility away from the colony that requires materials to be shipped from the colony to it, the colony waits until 50 units are available. Would this preclude the inclusion of a "Request Supply" button for the building as a companion to "Ship Everything"?
- What is "Auto-Supply" and what is the benefit of using it / turning it off?
- Does a Water Pump that is powered via the Cold Fusion patent (water is consumed instead of energy) actually result in a net output? Does the patent render the colony unable to power itself via conventional means if the player wishes/ gets their water supply neutralized?
- When the 6:00AM auction is a plot, it seems like new resources are created (one map I played had almost no iron, and every new plot auction was for a Low deposit that didn't exist before). What rules are in place to determine what type of auction happens, and what resource is picked?
- Does each type of colony have its own "version" of the buildings, in addition to just art asset differences? I imagine there is because:
- When opening the Build tab, it's much longer than a single icon square
- Expansive buildings have a reduced Steel cost and Scavenger buildings have Carbon instead
- Colony spaces extract 25% of any resource under them (except for Robotic which extracts at 50%)
- Scav buildings double extraction rate if resource is Trace (although see above)
- Do Robotic buildings (colony and the like) only use electric blimps? If I take over a Robotic colony do only the Robotic building blimps still run on energy or does that carry to all owned structures?
- When I buyout a colony that has patents/engineering upgrades, do they get applied to all buildings owned or just the original acquired colony?
- Offworld Market: How are the prices determined for each commodity, and are they static? If they are static it would likely be beneficial to ship the one that is the cheapest locally (or something similar). And sometimes that price seems rather low (possibly below local value) for the benefit. Having the tooltip indicate the offworld price might allow for some shrewder decisions here.
- If I obtain patents/upgrades and the Lab is destroyed, do I lose the patents/upgrades?
- The Pleasure Dome is merely a $ generator. Might it get similar treatment to the other buildings in that it can be tweaked/modified for certain purposes, or is it strictly the simple "get more $" building?
- Black Market items appear to be not very balanced at this stage. Wasn't sure what the difference is between an EMP and Power Surge except that one is AoE. Goon Squad feels overpriced/underbeneficial because a Power Surge can get past it if the target isn't that specific plot. Wondering if Previous_Price * 2 is steep, or maybe each BM item might have a different geometric progression.
- What are the specific differences for Player handicaps, and can AI be handicapped similarly?
Thanks for reading this far, and look forward to discussion!