Cargo ship executive assault 26/22/2023 ![]() It might be a good idea to prevent the player repeating my stupidity by limiting to one refinery until you research a tech or something.Ĭould use more control on trade routes: firstly, an option to destroy cargo ships that are unused, secondly an option to change a route's start/end points, and lastly more intelligent AI with regard to docking bays (I was seeing huge queues at my docking bay even after I built another). I semi-softlocked myself and ended up losing to the very easy AI :D, by building two refineries first and not a tech facility. I had great fun testing the beta this afternoon and it certainly looks headed in a very good direction with a lot more macro-level strategy. ![]() +1 on the new HQ designs (very cool art), satellite bases, nebulas (though perhaps they're slightly OP) and the trade routes. Love the changes, keep em coming!!!!! Can't wait for the next update. They are now free to buy and can be added to only a few station modules, but not sure what the long term goal is. Efficiency upgrades seem like they were depreciated, but not entirely.This might be intentional but curious what the long term plan is. The trading outposts can't be destroyed, you can get its health to 0 but you can't actually blow it up.Mining/nebula outposts, can be a one ship purchase to take with industrials, but for the spy/future the equivalent step is (build 1-2 fighters, build troops, redock the fighters, load the fighters, take off, dock, unload). The boarding/taking of outposts is skewed towards industrials.The other person will need to spend 2-3X on ships to fight a losing battle making them never able to get the reactor upgrade. It becomes a math problem at that point, one team gets the reactor upgrade and can now produce ships that drastically outperform others for a meager increased cost. Or you could be lucky and it just exists in one station that someone can get for free puts whoever gets 'lucky' at a possible unrecoverable advantage for the enemy. The fact you need to save enough money to buy it, and save it on the off-chance it shows up from a trader which it may take 3-4 trader runs to show. The reactor upgrade gives a massive upperhand to whoever gets it first. The found tech/bought tech adds a cool fun element, but adds a somewhat unpredictable element to the game.The Things I have found so far, some bugs and some things I don't love at the moment Trading routes are great and allows for a more consistent and predictable economy, also its much more clear on what is happening with the clear cost/sale price.The ability to build stations in other sectors, that are expandable is simple and great.Quests and more interaction with factions was sorely needed, and while light at the moment it's headed in the right direction.The new economy is simpler to follow and really like the mining/nebula outposts add a cool new way to gather resources.The neat and cool looking new HQs, the variation does add a unique flavor to each team.The Things I really like and/or appreciate I can't wait to keep seeing the updates and improvements. It shows a clear direction where this game is going and a well-thought-out game. Overall opinion the new update is amazing and well worth the wait. ![]() These are just some things I have noticed after playing around 4-5 rounds. So first off nothing in this post should be construed as complaining or annoyance.
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