Some more on factories: A factory with just the three production level upgrade produces 350 coins/half day, and costs 19000 coins, 60 materials, 1 builder, and 3 engineers. Unless you're completely out of team space, this is a waste of time and money. A fully upgraded factory, with one slots expansion and 7 productivity upgrades produces 840 coins and 14 materials per half-day, costs 42,000 coins, 80 materials, 16 builders, 1 captain, and 4 engineers. Better than keeping them in your team, but it takes 50 half-days to pay itself off. This combined with the hassle of recruiting leads me to say: Don't bother. Spend the money on combat upgrades instead.
Yes, I know you can upgrade the output by 20% by purchasing upgrades. But it costs 3000 coins each time, and at best you're only getting a 40 coin per day increase. Assuming it's a linear increase, of course, and it does get better if it compounds (ie, 1.2*1.2*1.2*base rate), but for that to be worthwhile I need to buy the additional slot upgrades. Which cost engineers. Of which I still have only ten. Not a good trade.
Oh, and add in the fact that upgrading a factory automatically brings threat to the territory *and* raises the rate of rise pretty significantly, I put off upgrading them as long as possible.
Factories need a serious, serious buff. At best, you get 200 coins per day, and the lowest level is a measly 50. Okay, it only takes a single builder. Fine, I can spare that with a problem. But the higher levels take one and two *engineers* respectively? Over the course of a ninety-plus day game, I've only found ten so far. My team has no problems with capacity. Since the engineers each get me 150 coins every half day, the incentive to upgrade those factories is pretty lackluster.
After playing this for a while, the thing I most want is an easier way of handling recruiting. Wandering to find people is unpredictable, time consuming, and might not get the types you need to make the various upgrades. Also, it's hard to tell who you have in the reservations and which reservation they're in. One alternative would be to have a daily pool of survivors to recruit from, and being able to bring up a list of people and which reservation they're in. You can only add people from one reservation at a time and it consumes a half day, but if the person is in the reservation, you can add them to your party through the menu.
Not a bad game, but could be improved. Managing survivors is a pain, since you have to go into the reservation, hunt around, and then wait while the progress bar fills before you can recruit a team member. This just wastes time without adding to the gameplay. The number of survivors you have should just be added to and subtracted from as needed for missions. Training up the militia is flatout boring, since it requires that you do nothing while the trainees slowly kill enemies. Either have the trainees be more effective, or skip the 'training' part and go straight for the sweep. Instead of making us walk to an exit to end the mission, just have an 'end mission' button when you've completed the objectives.
Great game, definitely an improvement over the first. The only thing I miss is the den of loot from the first game. It had a lot more personality than this game's star system.
i sure did, its a huge list, so some of it has to wait for the new game modes (which address your balancing issues), i also added you to the game credits for all your hard work :)
Thirty-six hours for a tier three upgrade? Why? Are you trying to tell me that I shouldn't be playing your game? You need those upgrades to play higher level missions, which means that this waiting time is a block to your progress. Yet, the fact that the farms refill hourly tells me that the game is meant to be played on a fairly regular basis...
So...to play this game, I need to not play the game? The upgrade times are really rather ridiculous, and discourage playing for any length of time. And the payouts for the missions are so low in comparison to what you need to upgrade things. This game just ends up taking such a long time to get anywhere...
Leveling is slow, matches can take forever, you can't do anything if you die early, and there's so much pay to win in this game that it's not even funny.
It would be so much nicer if the laboratory instead worked like this. For each upgrade you can give a module, you need to find a recipe in-game. Them, you can select the 'Upgrade fuel consumption' recipe for engines and it will automatically fill in the materials you need. The current system is a pain because you need to memorize what gives what and the materials are not alphabetized or sorted in any way.
Also, on the last few upgrade missions, the ones with the massive waves, I had serious problems with laggy input. It made them more difficult than they otherwise would be...
Fun diversion, but some aspects of the game got to be annoying.
The 'Attack from Tower' missions are particularly bad. The zombies and orcs don't attack you, so you're perfectly safe. But the fact they won't stop moving makes hitting them an exercise in frustration, especially if you're using the slower firing weapons. Since the mission has no time limits and your ammo is unlimited, the only question is when you'll finish it, not if. The endgame gets to be tedious, since once you've cleared out all the quarters, the only way you'll be attacked is when upgrade the mines. And the threat level has no effect on the upgrade missions? That seems a little odd...
i sure did, its a huge list, so some of it has to wait for the new game modes (which address your balancing issues), i also added you to the game credits for all your hard work :)