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> *Originally posted by **[XQ22](/forums/33278/topics/626038?page=19#12848815)**:*
> The income/tick display seems to fluctuate (e.g. going from -3.78 to 5.07 to 20.3) by a large margin, making it nearly unusable as a feasibility measurement for adding more costly projects, such as the research centres or steel production. I would suggest having an income/second meter to make it more usable.
**OR** the game could calculate how much money is gong to be lost/gained depending on what is conected with what and wich component has what percentage so you would get an estimate based on the *real* íncome per tick or seccond instead of how much you are making for the moment
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> *Originally posted by **[Orakio](/forums/33278/topics/626038?page=1#10408322)**:*
> I guess I’m only really opposed to adding more info because of text clutter and limited space. But really, early on, it’s _already_ “too easy” for people who can’t do “add 50%” math.
>
> There’s an in-game guide that tells you how to set up certain component chains.
>
> On the upgrade screen, it tells you what your bonus multiplier is. A 100% upgrade will double the multiplier. A 50% upgrade will add 1/2 of your multiplier to your current multiplier.
>
> On the factory screen, mouse-over of foundry/maker/seller shows you a picture of what components to chain together, with a ratio which updates with your upgrades so you don’t even have to figure out how to adjust your build ratio when you upgrade.
>
> If the mouse-over info just said “uses oil, coal, and gas to produce plastic and waste” the only thing you’d actually have to figure out on your own is waste management.
>
>
yeah, but when did you learn to count 18.9% of 15/(1/7)sec in your head?
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The two rooms below the main room in the KiloFactory should can be connected from the grass yard at the middle.
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this game is incompleted as it lacks content to get the last 2 chrono upgrades i doen the maths wihtou and wihtout the 2 extra's (x3 research and +8 chronometer) i took in acount i can reasonably get ~60M rp/t base wihotu extra's to get the aroudn ~100QA research you need for the last chrono (the 2 QA for chorno 9 not included in the time since its 'only' ~2QA at an rate of by then 13 ticks/sec wihotu extra's you would need aourdn ~1483 days (roudning down here becuase the chrono cost a litle less then 100Qa) that is ~3 years using quick maths of constant game running wiht the 2 extra's its 'only' ~306 days
so on to the suggestion: an reserach center 5
were gonna make advanced reports
these reports are green by color since their main porduct is electornics mixed iwht other reports
you'll need around 30 electronics 1000 big reports 150 quantity reports to make 500 advanced reports in 50 ticks the center eats up a max of 1.25K reportts at stock 10 each report gives a bonunus of 15K and the cneter makes 500 research points it self
you'll alos unlock super metallabs and super G&O labs
super metallabs accepts the following:
iron: 4
steel: 6
alu: 5
coal: 1
10 iron ore: 1
bullets: 8
gun: 15
engine: 25
tank hull: 27
tank turret: 40
tank: 50
rocket hull: 35
rocket: 45
the lab has an higerupkeep cost aswell
the suepr G&O lab accepts the following:
gas: 2
oil: 3
plastic: 10
diesel: 8
jetufel: 9 (costs more so 1 more report form it)
coal: 1
50 waste: 10
electronics: 17
warehead: 30
explosives: 3
the lab cost smore aswell
the analystic center can maby get 1 or 2 extra upgrades so you dont have THAT much centers of em but not too much
1 full center should net aroudn ~100 million research a tick or even more and there is room to spil left over reports into reseach cneetr 4 and 3 if you have space left maby even into research 1 and 2 but that wont add sifnificantly something
the main task of this woudl bet gettign enough big reports an side task is getting the qantity reports which is there only for spening an extra littl emoney on th elab upkeep cost the electornics shoudl aslo be a little task to get fed into the lab
another little suggestion: add rokctes to the gun seller sellign 4 rockets (in a max gun seller) for $15B each with subtrackign the upkeep cost of rockets components you will net aroudn ~120M/t from the rockets
another little suggestion: an later upgrade to clean up the mess in factory A it'll remove the walls place dintisde the area's aswell as remove the walls aroudn the 3x2 piece of grass (you can keep the grass and the road driving thoward its so it cant be use dot build component son but it can be used freely for conveyors) it'll alos stiraghten the lines in A8/A9 make an wide roopening between A6/A7 or adds another one even if its only 1 block wider its enough
an upgrade to make kilo facotry cleaner: removing the dots that are between B0/B3 and B0/B5 removing the 2 dots form B1/B2 remove the little line between th eopngins fomr B0 to B1/B2 and allowing to connect B1 wiht B2 from the top
and extra area to killo: B6 is a ltitle expensive for its room but sure: an 6x12 area on the righ side (6x12 is excluding the walls so actualy 8x14 if you caoutn walls) B5 and B6 are connectwed in th emiddle of the top form B6 wiht a 2 block iwde gap
an little gpa to connect C1 an dC2 (th ebottom center an dbottom left area's of mega factory) with eah cother even if its only an 2 block wide gap its enough
an upgrade to remove the 2 dots in giga factory this upgraee could alos add the gap in the siggestion mentioned above since those 2 are only minor changes
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golen converyors: x2 efficiency but little expenisve for an single conveyor will coost $10 million or $10 billion each
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research suggestion which comes after RC4:
big metal reports, big gas&oil reports, metal+ reports, gas&oil+ reports, big metal+reports, big gas&oil+reports and super reports
big+metal= big metal report send to RC1
big+gas&oil is big gas&oil report send to RC2
quality+metal=metal+ reports send to RC1
quality+gas&oil= gas&oil+ reports send to RC2
big+quality+metal=big metal+ reports send to RC1
big+quality+gas&oil=big gas&oil+ reports send to RC2
big+quality=super reports sned to either RC3 or RC4 or an new RC
the RC1 and RC2 can now accept 4 diffrent reportas all worth diffrent amoutns of research being the 3 listed here aswell as the nromal reports the rpotrsa are listed in order of worhtness so the big report ones are worh the least then the + reports the th ebig+reports ahe super roports im not sure hwo mcu hthyere worth an RC can ahdnle all the 4 diffrent repots at once if he wishes just liek a tank seller can sell 3 diffrent thigns at once or an dorne seller who can sell 3 things at once just whichever reports get fed in first gets in and if cenetr is full it is full so you gotta time some lines if needed
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Music? If it's added, it should be toggleable
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I think that being able to rotate units should be considered. although it would make it less satisfying to fit them all in there perfectly (and oh boy is it satisfying) It would shorten the extremaly long time it takes to organize it all into the given space. Hope this helps :)
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I know you don't want to make sorting plastic and waste too easily, but it would be more logic to be able to say to your workers "place plastic *here* and waste *here*. Understood ?" because they often send plastic to garbage and waste to electronics factory... It would perhaps make the game easier that you want it to be, but it would be WAY more logic.
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