Depth Improvement Suggestions
Hello!
These are some ideas I've had after playing for a couple dozen hours. I think these would improve game depth and add more variation to the experience.
- Colonies pay dividends from their positive cash flow. This encourages stock purchasing earlier and not just spamming @ the end game with hundreds of thousands of dollars. It also encourages players to 'invest' in each other if they see an opponent is stronger than they are. Perhaps a rate of 10% of net income is removed/paid out, and players receive 1% per share? This also encourages purchasing of your own stock as to lessen your dividend payouts to others. It would also indirectly cause a disincentive to purchase less-profitable colonies as they won't return an income.
- Implement an end-game building; perhaps one called a Recycling plant. This building could convert any 50 resources into any 1 resource. This will create an end-game possibility that is alternative to the Offworld Trading Company - no longer will a resource be $1 if you can buy 50 of them and trade them for one worth $200. This also increases 'playing the market' and arbitrage opportunities. It also creates unique uses of the hacker array. It also encourages colonies to spam a single resource if they want. If this is the case, you may need to nerf adjacency bonuses.
- Eliminate the end-game building: 'Engineering Bay'. If it helps the UI, you could put the aforementioned 'Recycling Plant' in it's place! My suggestion to eliminate this building is to create more depth throughout the game. Rather than focus so many unique opportunities into these 'end-game' buildings, you could spread out this building's advantages into every resources 'minor building' slot. For example: Next to water, you could build the water pump, the de-icers, or a 'minor engineering bay' (the name doesn't matter). These improvements would have the same effect as if you researched them in the current 'Eng Bay', and could even cost the same to build/improve (I would suggest cutting the costs by 75%), but instead they would only improve the placements that they touch (much like an additional adjacency bonus), except they wouldn't cost any resources to have an effect, nor would they cost 'claims'. I feel this would create more depth in building the 'minor' buildings; it would offer more strategy in the early game; it would create more opportunities to block resources from your enemies through their placement; it would create more opportunities for adjacency bonuses where there isn't an adjacent resource.
- Keep fog of war on. Have the players spend money to continue surveying the world. This will lessen black market spamming as players will first have to find opposing profit centres & resources first. It will also create more 'surprise' when you see what other people own and how the market is reacting to unknown production values. It will also create a larger pro/con comparison on whether or not a player should colonize their base immediately or if they should spend more time searching. If this is implemented, I feel the resources on each map should be buffed slightly. There's a lot of wasted space on these maps, and keeping fog of war on will eliminate your need to gimp the resource distribution so hard. Perhaps additional scans throughout the game would have an incremental cost? Say $500 for the first, and it goes up by $500 for each additional? Lastly, you could start a 'black market' item that could equate to spying/stealing someone's map of the world. Perhaps this would start at $5,000 and go up as the black market does.
- Altruism end-game: Once again, just another victory condition to help expand the end-game. So you'd have the OTC / Recycling Plant options for cash flow. But why not create another opportunity that eliminates stock purchasing? Perhaps this victory condition is accomplished once you've paid off $50,000 of another player's debt throughout the game (going up by $50,000 per opponent in the game; so 5 opponents = $250,000). This number may seem low at first, but consider this: Let's say a standard 1v1 is over when someone generates $100,000 in cash near the mid-game and starts to buyout their opponent (stock purchase spamming could be slowed down more than it is). This $100,000 is twice the cost of the $50,000 in debt that you would need. However, you can only pay the debt if your opponent takes on the debt. This will encourage people to not take on ridiculous amounts of debt. In addition, by paying your opponent's debts, you're basically hurting yourself with a double-edged sword - you're helping them have free cash flow, and you're eliminating your own. Lastly, if you implement my above-mentioned dividend idea, then paying debts is even less valuable in comparison to investing.
My apologies if any of the above has been mentioned before. These ideas have been in my mind, and I thought I'd just submit them before reading through the entire forum. Oh, and grammar... there are a lot of grammar issues in the text. Did you want beta-testers to submit these? Or do you have someone who will correct all of this at the end?
Even if none of the above makes it into the game, I still love it. Or perhaps you can make these suggestions day-one DLC. lol
Thanks for your time, and keep up the great work!
Neizzle