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I don't think the calculations for timewarp are correct. If I invest heavily into my highest tier and then timewarp, there is very little change in the lower tiers. Then after the warp some tiers are increasing rapidly. I'm not sure if this is exactly how you wanted to implement timewarp, but you might want to incorporate the effects of higher tiers on lower tiers. Idk..
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You should keep going, and have buildings like workstation v.2 which produces workstations a v.3 which makes v.2's and so on, and to solve the problem with data, you would have infinidata v.1 when you get e301 data, and infinidata v.2 when you have e301 infinidata v.1, and ect, infiniployees,infininterns ect. this could be really fun to add, and have a high score be the value of infinidata, like if i had infinidata v.7 i would have 7 on the leaderboard. hope you consider these and i'll keep playing
Content around Infinity and beyond is definitely next on my to-do list, it probably won't ship with the next update which will mostly be fixes and science redesign, but after that it's all about those sweet infinite spreadsheets and data!
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it's a little frustrating coming from the old game to this one since you start with way lower science than someone with your level of employees should have. not the end of the world, and I'll eventually get up to speed, but it feels bad.
I didn't want to artificially give returning players science since it would negate the sense of progress associated with new content, and already having a stockpile of Employees to spend on Science Income is already a huge advantage in improving your science.
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The science tier upgrades are VERY underwhelming. There should be a warning not to waste employees on them early on. -a victim.
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Seemed that employees gain was heavily nerfed compared to ISS. Two days after importing and still only two powers of employees more than I had after last "prestiging" in old game
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This game seems to freeze on me like 50% of the time I open it, maybe if I click something before it's finished loading it causes a problem?
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The numbers in Interns Influx are are sometimes strange. Tier 3 costs 10 points and gives 75% and Tier 4 costs 20 points and gives 200%, but using Tier 3 twice results in 1.75^2=3.0625 times more Interns but Tier 4 only in 3 times the amount. Hence you should never use Tier 4 one...
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I have to say that I was kinda dissappointed in the way the science tiers worked out. I mean, with *spooky voice* "SCIENCE TIER 2" I expected something magnificent. WAY more magnificent than a mere factoring of the base abilities.
Why not implement some more interesting late-ish game stuff with the Science tiers? Like a Science point multiplier (naturally called quantum computer ... what else, bro?) or a Employee multiplier (more employees on reset). Both would impact the game in a manner comparable to the mere factoring, but still make it so much more interesting to unlock. There are certainly a lot more cool ideas for higher science tier stuff.
Increase the cap by Rebranding, it's available on Marketing panel! You can also set Auto-Rebranding, it's not as efficient as manual one, but let's you increase the cap by idling and you can upgrade it's efficiency later in the game.
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infomage27: What's probably happening is something like this: say you earn 5% max science for each point spent, and you spend 10 points. 5% of that is half a point, but the display does not show partial points, so you won't see any change until you've spent at least 20. I'm not actually sure if partial points are even tracked but the fix is to increase your percentage of max science gain to at least 10% (preferably 20%) so you can definitely get something for blowing your starting science total.
15 science spent gave you 0,75 max science, don't worry, it tracks the number but just displays the integer part of it, so as soon as you spend 20 points total you will gain your science point!
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Is it just me or does the upgrades (production upgrades) seem to take more then what it says? Not sure if intentional or not but like when i get up to the e12+ upgrades it takes away more then needed like ill have 7.0e12 and the upgrade is (just random number) 2.5e12 i seem always seem to drop down to 5.0e11. way more then just 2.5e12 so not sure if display bug or intentional.
I can't see to reproduce it right now but I will check it more in depth later today and upload a quickfix if I happen to find the bug and what causes it, thanks for heads up!
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what determines how many employees do we get in a prestige?
I seem to get less employee (for the same spreadsheet amount) in each subsequent resets.
Spreadsheets produced by this company, the more you produce the more employees you get, you can check how many spreasheets more you need to produce untill your next 'tier' of Employees on the Prestige Panel, there is a bit randomness included but it evens out after all.
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@Moczan I didn't clear any flash file. I simply closed my browser to come back later and 0 employees. The rest of my items were entact, but all employees were lost.
That's actually a great idea, the achievements panel need some work anyway (sorting the complete ones to the bottom seems to be the most requsted by far), so I will work on the scale too!
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I have a idea, poltical upgrade tree, bribe your way to the top. Use influence to buy poltical points to buy upgrades. Wanna have more interns? tell them to increase funding for college. Want more influence, tell them to allow media monopolies, want more science, tell them to give their secret labs to you!
The game have option to export and import your savefile, you can also import your whole savefile from previous version of the game, if you lost your employees you probably cleared your Flash files without backing up your save through in-game export option, if that's the case, there is nothing more I can do to prevent that in the future.
Sad that it affected the rating of the game in such a cruel way :(
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China is definitely going to get angry when their economy tanks due to the sudden shortage of underpaid interns over there.
If your interns start to slow down maybe it's time to prestige or complete previously left achievements? Those 2 are the bigest contributors to both your Interns and Influence income
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great another effing swarm sim clone. I wish they didnt make the source code available to everyone. Now everyone's going to release the same idle over and over.
The game is made in Flash on it's own codebase, I didn't base it on swarm sim's source, but I can't deny it was one of the heavy inspirations for me (other than Deriative Clicker and all it's clones, which is the mother of this 'one unit produces other units' type of idle games)
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No wait, this is a major bug :
When you reload the game, the Purchase Bonus will always be the level of the Production Bonus. Can be exploited quite easily.
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Fun game so far, (only got to spreadsheets), if you wanted to add more currencies to the game, money would be a great addition. Use it to hire employees with the money you earn from files and such, employees would cost money to maintain and you can have different ones to further each work teir like managers, system admins etc.
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Looks like a good upgrade. I'd like an option to filter already completed achievements, or better the format changed so they are more compact. I'd also like the option to hide the notification about influence upgrades on the data tab for low level items.
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My file got corrupted and now the Purchase bonus level is the same as the Production level O_o. Max 1e7 Influence but Cell Purchase Bonus is lvl7 (Upgrade costs 1.5 e19 Influence).
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Well, I was so advanced in the other version that I immediately purchased every upgrade and am now grinding workstations at the e52 level
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I've uploaded a quick-fix for the Science, it turned out to be too strong, so right now you gain 2 Science Points every hours and each Prestige you start with 10% of you max, so the purpose of it is the same, but you can't abuse it until endgame. I will add ways of increasing the 2science/hour in next update!
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The difference is that now, long prestige vs short prestige seems to be pretty much 15 minutes of clicking vs 10 seconds of spamming science then prestiging. I'm at the point where I can increase my employees by a magnitude of 1e4 times every 20 minutes or so. At this point, even though I was at 1e35 employees just an hour ago, I feel like the final achievements of 1e200 of everything is only a few hours of clicking away, if I choose to go that route. It kind of cheapens the game a bit and makes it extremely short. Regardless, it's your game and you have your vision for it so I'll trust that you know where you're going with it. Cheers
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The new science system seems to be pretty abuseable. You can just keep prestiging and spamming science to get your cap up, then use those to time-warp to progress insanely quickly (unless that's what you were going for?). Pretty cool update though
The plan for the Science was to give an end-game players tools to reach previously unreachable progress, if somebody wants to grind their Max Science by doing quick prestiges - more power to them. I felt that in previous version doing quick runs didn't really net you any benefit and now you chose between quick prestige (more Science) and long prestige (more Employees) and both are viable.