The display for upgrading multiple buildings all at once (with using the S key) is broken: it displays double the price for whatever reason. It still takes the correct amount of resources if you do choose to upgrade, so it's just the display that doesn't work correctly.
blaro, it already is there (it's the “Storage Protection” option), it's just that completed items are ones that are enchanted too so it'll be quite some time before you can actually finish items.
300 SP is a nice value for the first one, dennan01, assuming you get something sensible like “Inflation” or “Fast Production”, rather than the very first skill (“Rich Starter”). I don't quite remember what the cost of the second skill was, but you have enough to upgrade either of those I'd mentioned enough to make your progress noticeably faster.
j_talbain, Robrocop gets better once you notice that he has a charged attack (so he's good at destroying bosses' missile attacks, and good against normal stuff too). Sure, his special isn't all that useful, but that's not because it's bad but rather because there's rarely a situation that you can solve with the special but can't with the charged shot.
Just a minor thing: when you buy new a new weapon, you receive a warning that you will “loose” your weapon. The word you want to use here is “lose” as “loose” means something completely different.
Adamantrune, long-range weapons are far from useless. What you are not seeing is the bonus from the programmer upgrade which increases the effect of all modules the more of the same modules type you have. Combine that with the fact that concentrating on long-range combat means you don't need as many armour/hull modules (and can thus get even more weapons), and they really aren't useless.
Well, the visual upset is ... upsetting, as far as my eyes' opinion goes. And the hit-boxes feel a bit bigger than they seem to be based on the graphics. But the concept is solid, and if there's anything I want to add it's that there should be a monochrome version (for less eye hurt).
Hmm ... I might be wrong but I think the market tracker module actually decreases the amount of experience gained in spite of heightening the mission multiplier gain. I mean, I had one of those modules, and with the speed and cargo just slightly lower (5 instead of 6 engines, 20 instead of 22 cargo modules) my experience gain was about half of the usual gain, and that in spite of higher mission multiplier.
I think you're right, I had a feeling it was going to work out like that, I've lowered the mass from 60t to 20t, so the gains should be much greater now. Please try them out and comment!
SemperFi87, if the highest experience gain you can get to at the point where the next costs as much as you said (7,0e11 or so) it does is a mere 1,6e5, then something went horribly wrong with your design. My most expensive upgrade costs 3,0e10 so it's 2 or 3 levels below yours, and yet I can easily get above 5,0e5. Maybe one of your multipliers (speed, I presume) is lagging behind or you simply lack damage and thus can't get far enough.
You have no idea how much this sort of comment makes me happy. Someone has taken the time to help someone else get the most out of a thing I made. Thankyou :)
Erm, yeah ... random targeting combined with the fact that enemies can run away randomly and you don't get any gold for them then makes getting gold a rather annoying process. You get points for trying to make a game, sure, but I have to say that's an extremely stupid mechanic and it shouldn't be there.
Is there any reason why the character starts falling down like some moron instead of doing what I want it to do 90% of the time?
I mean, seriously, it's hard to get anything done when you can't do anything most of the time.
Past a certain collection value (something e+300, or slightly above that) you instead get infinity money and then NaN (Not a Number) money which makes it impossible to buy anything.
I do think that if the amount of planet experience gained at once is high enough, until a certain point the levels should be added more quickly as waiting for 1.500 to 2.500 levels to fill (yes, I know, OCD) takes some time that could be better used converting another star system into a floating storage. That is, if such a change is possible, which I presume it is.
Yeah it's possible, I could use a for loop instead of a set interval method so it calculates almost instantly (maybe a lag spike if the level is very high).
I know I'm complaining, but there really should be something bigger than 20-hits for WRs. Unless you are really powerful, getting to the highest top tiers in WRs now (hundreds of billions) is just tedious and takes many hours, far too many.
You know, I think it would be great if after selecting a tower (or an empty place) we could choose options with the arrows or WASD keys (up arrow/W key for the upper option, down arrow/S key for the lower option, left arrow/A key for the option on the left, and right arrow/D key for the option on the right). Considering how that's pretty much the only thing being done, streamlining it in that way would most likely be a positive change.
That looks like an easy fix, thanks for pointing that out. Does it always happen or only sometimes?