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One question about pressure and pressure capacity and suchlike: Say I have a planet with medicine on or something. If export the medicine to another planet, does that planet gain that resources pressure? And then does this continue with a long chain of resources, say if I export a lvl1 resource to a lvl2 planet, would the lvl2 planet export the pressure from the lvl1 when it exports it's resource?
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# ¿ Mar 28, 2015 20:56 |
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# ¿ May 14, 2024 21:58 |
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Firgof posted:Thanks much, VikingSkull. I hope you enjoy what we're planning for the game as well. I'll be honest I have absolutely no idea what I'm doing on the research screen. I honestly preferred SR1's research screen in that regard.
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# ¿ Mar 30, 2015 17:17 |
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Is there a reason that Supplies cost like 20k in maintainance per tile? I mean christ it's more than stuff like nuclear reactors and engines.
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# ¿ Apr 1, 2015 23:33 |
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Deadmeat5150 posted:What controversy is there surrounding SD2 other than Zero had a huge bitchfit on Something Awful because he didn't like people critiquing his darling StarDrive? Promised a challanging AI and multiplayer, two things that you'd expect in a 4x to actually play a game that's fun. He didn't ever finish either of these things to the point that it's basically possible to win by building nothing but default scouts all game and calling it a day. Dude's an asshat.
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# ¿ Apr 12, 2015 02:03 |
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The only thing that I feel lets this game down is the research system. It just feels so pointless in the long run that nothing really seems particularly useful. The lack of weapon variety or reason to specialise reasearch also is a real let down.
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# ¿ Apr 13, 2015 20:17 |
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Like there could easily be 4 or 5 different shield types with different effects, more types of armour and more weapons and corresponding research for them but instead it feels like theres maybe 20-30 identical tiles that basically do "get x more money this turn" with a few unlocks mixed in :<
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# ¿ Apr 13, 2015 20:45 |
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# ¿ May 14, 2024 21:58 |
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Firgof posted:We specifically wanted sidegrades, though. Straight upgrades means you're forcing the player to redesign their ship any time they get an unlock, and that can get tiring. So rather than giving the player 'Lasers Mk. II, exactly like Lasers Mk. I but with +50% more damage" we just do "+20% damage to all weapons". It's faster, it's easier on the player, and it's less complicated. Really I feel like only armour has meaningful side-grades right now and even then that's debatable because you can't design a ship to specifically counter railguns/lasers/missles other than figuring out what the biggest gun on the enemy ship is and deciding if reactive or ablative armour is going to be better.
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# ¿ Apr 13, 2015 21:13 |