It would be nice if there was a way to combine consumable items of similar types together for a stronger/ longer lasting effect, rather than having to click the item, and then click "Use Item" every time you want to use an item.... Personally, I save these for raids, and having to click multiple times per item can get very tedious.... (especially since I use multiple items at the same time)
Not sure if it's supposed to be this way or not, but: "Space Horrors!" and "Evolved Learning" Debuff/Buff from Vitamin Rocks appear to have the same Icon
At first I thought this game was really fun and really fair(i.e. no pay-to-win), although it is a bit slow paced. I still think it's fun, however I happened to realize that two premium bonuses are already in place: "+100% to construction speed" and "+2 to construction queue size". The game ALREADY seems pretty slow paced. I can't even imagine how slow it will be after these bonuses run out. It's disappointing, because I really like this game, but once the bonuses run out, the game will probably be too slow for me to enjoy playing it at all.
Probably 2x or 4x speed server fits you better.
Also after a week of playing and colonization of 1-2 planets, it feels more dynamic.
In next update we are going to release engineering ships.
This ships can mine resorces from free planets, this would speed up early gameplay.
Haven't noticed any bugs/spelling errors yet, other than the ending errors that are already mentioned in the description. I'm probably going to wait to continue until that issue is fixed.
I like the different types of choices. It's nice that those who may just want to see all the endings can just go back and change Critical Choices, but those who want to read EVERYTHING can.
Thanks! I had a feeling that that feature would be important. I didn't want the massive walls of text between each decision like in my last game, and I didn't want it to be super difficult to find all the endings either.
The recently implemented trading system is a dissapointment. Its not a good idea to make players spend fuel to trade. Instead, the cost should be based on how LONG you have to wait to get your items from the trade, so that way, players can still choose to use fuel to speed it up. To keep things balanced, (so players aren't constantly giving friends weapons and resources) you should only be able to trade 4-5 times in a 24 hour period, any more trades and THEN fuel will be taxed. If you were nodding your head while reading the statement above, copy and paste this comment in your OWN comment so Con Artist knows we're serious!
I wonder what else Cousin Ivan can find? *turns on the news* "In other news, the US military reveals that they received an anonomous tip as to Osama bin Laden's whereabouts."
I really like this game, but I was just thinking why put rocks in a game where you can't control your "players" and they don't have any AI telling them to avoid the rocks?
Thanks, we've changed this now so the icons are different.