I personally think it would be better if the guess questions kept going till one players does better, rather than choosing a player randomly from the perfects.
An important and very useful purpose for the sprayers is as AC bombs: fill them up, and then move them into creeper, they'll release all stored creeper at once when they die.
I found a nice strategy for hard missions: hit every single troll with a poisoned arrow. It may not get you as much money, but they will tear through basically anything. Also, use the crossbow to poison, because when the bolts penetrate, they poison all the enemies they hit.
This game really needs a way to earn gold passively. In the later game, you can end up with 500+ supplies and always run out of gold. Maybe have a merchant that comes around once every few days like how factory products were picked up in decision 2, and give the chance to sell supplies to him?
The crossbow is epic combined with the grab ability (the one from the master of war.) Since crossbow bolts penetrate enemies, every enemy hit has the same chance of being captures.
Interestingly, I find that the same strategy I used in both previous decision games works great here: I quickly buy upgrades on the basic weapon so I can get the most money from the kills. Then, I buy the first or second upgrade on the longest range weapon (sniper rifles in the old game, bow in this). This way, I can pick off enemies from a distance if they are too strong, but can easily take down most enemies with no reduction in profit. Also, I consider ballistae the perfect tower weapon, but that may just be me.
Its just a small problem, but could you make it so releasing z after looking at the map doesn't hide the detector? It's a small thing, but it's really annoying.
The difficulty level needs improvement. Starting with an assault cruiser with all other settings at most difficult has a difficulty of -820%, but starting with the same settings but using scout and starting with $2560000 (enough to buy 5 assault cruisers, or an assault patrol ship and a full set of static and active modules) only has -126%. This needs fixing, or just abandoning.
Can anyone explain what the four symbols above each attack do? I know swords/cross is damage/heal, but what is the clock? I think it's cast time, but what does that even mean? And how do speed (3 triangles) and rate (vertical lines) interact?
Why does regenerating the galaxy mess up the initial settings? I set the game to NOT have pirates respawn after the officer is killed, but once I regenerate the galaxy once, they *always* do
I think it would be nice if modulators didn't take up static slots. As it is, they mostly seem to do less than just getting another module of that type, particularly at that price. Maybe newer modulators will be stronger, but currently, I think the best fix would be to have modulator slots on higher ships (say, 1 for all above battlecruiser).
MikeFox20, I didn't mean to get hostile, I just wanted to point out that it breaks the direct relation between price and power that every other module and utility follows. Also, I wanted to warn any players that didn't check as closely as I did that it would be a waste of money.
the three new mining lasers are messed p. I calculated the dps (using strength and fire rate) and found that it decreases: the astro blade x1 deals 33.75 dps, the astro blade x2 deals 33.33... dps, and the astro demon x3 deals 33 dps (for other players: they are a HUGE increase form the astro pik 9000, that deals 22.12 dps). With the astro demon costing 4 times what the astro blade x1 costs, this must be a mistake. Please fix it.
Please add a feature so that the auto dock/warp settings are saved. By the way, this is the only game I have ever favorited on Kong, and also the only one I have played for this long. I've played almost for the since build 8. Was that 2 1/2 weeks ago?
tell ya what, figure out a balanced way to do the difficulty, pm me the formula, i'll send you a free offline version :)