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Please bear in mind I am 2 days playing this game. This is a simple game, and yet it captures my attention--atm. The exponential price increase on buying initial items really needs to be looked at again.
This is called 'endless'... but the limits of buying additional items like roads,cables,storage,accumulators means these get to silly prices before you even use it. My current next storage is 142mill logs. (I appreciate others have far higher figures.) i saw a screen capture of a player's game after playing since game release... most of his additional land was empty. Despite having trillions of resources per second accumulating. That doesn't look like 'endless' it looks like a exponential curve growth limit.
This sort of cost increase will turn players away since what do you do while waiting for the trillions of dollars to upgrade? Simple... you go else where.
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this game is great i think it could use more buildings that would help make this game alout longer and more fun to play
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For those just starting the game, PLEASE read the "Help" button. I did not, and I screwed things up to such a royal degree, I'm currently embarrased.
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despite I got kongregate as an exception on the "Self-destructing cookies" addon, the gmae doesn't save my game. Is there a domain that is actually serving the game? Thank you very much.
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love games like this ... between this and reactor idle ..but both need updates... both could turn in to profitable games
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that moment when you replace a basic resource provider with an advanced one with a windmill next to it[i.e stone pit to stone quarry]
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This game critically needs update. The purpose of an idle game is to be playable for several months in a row. Here, everything can be achieved in 4 days max...
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Only way this game could be any better is if there was terraforming. 5/5 with or without anyways though. Just something I'd like to see.
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You can use over-the-horizon radars like a second energy storage. Just hook one up to an energy source (but NOT an accumulator) and sell it after it charges up a bit to dump a large amount of energy into your stockpile. Can be useful to figure out just how much energy you need to produce to get out of the red.
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Well I was on the wrong computer lol fail. 5/5 even without a lot of updates this game is still really good and never gets old
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Didn't play for a week or two after playing nonstop waiting for an update. I come back and all of it is gone, well that's what I get when I forget to make a backup save...
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outposts uncovers the map. the first 3 is worth it and affordable. after that the 7th or so map becomes more useful with more open ground
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@toxik56, yes balkaroth is right, first solution, increase the demand of sand, second solution connect the sand with a storage ;)
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Too bad there are no upgrades for lower tier resources so that they produce more. I think that would be cool to have.
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@toxik56, my suspicion is that there is only partial demand for the sand at a connected factory complex thus only producing the demand amount. Increase the factory demand to balance the supply.
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I don't understand. I have 2 sand quarries that aren't operating at maximal efficiency, yet I have an energy surplus and they are both connected to cable and road. Any explanations on that?
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Could we get a feature to where when you hover over a resource on the right side it tells you what is demanding the current resource?
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@Cedwyn, humh i'm not sure it's so easy. To have energy with a CoalBurner, it's very easy, you need just a Coal Quarry. To make steel, you need log, and charcoal, and iron ore, iron, coal, and steel, the chain is a lot more complex to produce energy this way ... Balancing the game is not so easy ...
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Without a proper progression system in place progressing at all doesnt make sense. At first you are motivated to get more techs... but once you realize those techs have little use and that there isn't anywhere else to go tech wise... thats it for the game. What makes a good idle game good is the feeling of endless progression for no reason. There isn't even that here.
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But what I said about energy Emitters Still stands. Wires can be placed not only in the same places emitters can, but in even more.
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The game could benefit from technology to combine transport of multiply types of resources (like pipelines or with energy cables), and a system to build on water like artificial islands
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Gamerguy: Underground passage can be placed on mountains, where storage depots cannot. So big mountain plots can still be useful.
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Gamerguy: Unfortunately, coal burner + coal mine/quarry is extremely resource inefficient. A Windmill only uses steel, while a coal burner is concrete+glass and a coal mine/quarry is boards+iron/steel. The steel cost between windmill and coal quarry (for same energy output from the burner) is ~14:1, so while the steel cost is cheaper, the cost to produce the concrete+glass to make energy from the burner is way more expensive than making steel alone. Concrete alone requires steel for both sand and water pumps, plus the infrastructure to support it. The game doesn't do a good job of balancing this...
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Of course, because the virtual roads and power lines created by the underground passage and energy emitter don't actually provide resources to anything they pass through, the buildings that generate them may as well be more cumbersome warehouses and accumulators anyway.
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It seems to me that the reason for the underground passageway and energy emitter is not to transfer resources or energy around. Warehouses and accumulators already do that. the Underground passageway and Energy emitter create virtual roads and power lines that can overlap other buildings.
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Is an efficiency penalty possibly for distance between resource and factory? That would benefit exploring different complexes rather than checkerboard roads/cables with grouped resources. Great Game Volch