following on the thing with immortals: it's funny that when you add a chance for crystals +1%, it's a flat +1% no matter your x1.1 upgrades. I'm at the point where the next level in corporation adds 30%, yet adding another base upgrade only increases +1%. In other words: it's not added to base, but to total amount/second.
4/5... fun game, nice implementation, but the game is pretty much decided in the first seconds. Load up a map, see where the biggest weakest planet is, reload and race to be the first one there. After that, watch the AI throw 2/3 of their forces into your shield, and mop up
fun game, but some avatars make it way to easy. any flying with a ranged attack can kill all the bosses without them even touching you, just keep flying around, shoot when falling down and you win
4/5. Nice idea, but seems unfinished. I liked that the story lines intwined, and allowed for additional paths to be discovered. Stuff that can be added:
1. Ending
2. Sound effects?
3. Short video clips at decisions / endings
4. Bigger! It just felt too short
a few tips: 1. remember to pause and build the moment the level starts. I only noticed i could build while paused while i was doing 70 difficulty missions. 2. in close-spawn missions, getting 1-2 missile racks (the 2x2 ones), 2 beam cannons and 2-3 repair stations can pretty much blow up half of his base due to the missile splash. 3. If all else fails, immediately go for 2 tank ships or a super carrier (depending on amount of starting credits). That's how i won the final mission for example :)
Luck definately affects blacksmithing. Switching up about 20 luck or so gave me a 2-3% additional chance of forging a lvl 8 weapon (could be off on the figures, but it did change)
I agree on the pet exp stop: it's either that you're in too low an area to keep levelling (your characters levelling also seems to decline heavily after a certain point) or it's because of it being too high compared to you. I suspect the former
About people being worried about the effectiveness of their pets: My first 2 pets i farmed up in the starter area (both foxes), and at around lvl 35 they still couldn't make a dent. I later got a skeleton archer pet, however, which at lvl 10 already had higher stats than the foxes at lvl 40 (and a lot better skills too). I'm sure that even higher area's will field even stronger pets, ones that actually will be useful. They just take a while to find :)
The game should really take the health of the protectors in mind when recycling. When you build a high level protector (140 coins afaik) and upgrade it once (for a total of 210 iirc) then you can recycle it to gain back 200 coins, losing just 10 coins, regardless of the amount of damage it's taken. A lot cheaper than repairing the thing for 70 coins a pop.
Also, the spores all directly head for the main plant. If you build your collectors out of the route between the spores and the plant, they'll never get attacked, making it an easy choice where you want to place them.