Search found 148 matches
- Sat Sep 05, 2015 8:29 am
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 40421
Re: Accumulators are too cheap
Problem with accumulators has little to do with cost. It has everything to do with the fact that solar power works all day every day, without fail. There is no randomness to solar power like there is in real life, so once it is set up it works forever. There are many more issues with energy storage...
- Fri Sep 04, 2015 2:46 pm
- Forum: Gameplay Help
- Topic: More Aggressive Biters
- Replies: 7
- Views: 14812
Re: More Aggressive Biters
Produce more polution. (use less solars)
Spread out more, maybe with some mods for that, like RSO (easier defence at start, much harder in lategame with your wiiiiiide perimeter).
Spread out more, maybe with some mods for that, like RSO (easier defence at start, much harder in lategame with your wiiiiiide perimeter).
- Fri Sep 04, 2015 2:24 pm
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 40421
Accumulators are too cheap
I feel (and have seen many share that) that solar/accu for power generation and lasers for defence are way too easy. But both laser turrets and solar panels are fairly expensive and have major drawbacks (huge spikes in power consumption / working only in day). Both are more or less fixed by accumula...
- Fri Sep 04, 2015 2:10 pm
- Forum: Balancing
- Topic: [0.12] Top-tier Combat robots should be permanent and personal
- Replies: 7
- Views: 20733
Re: [0.12] Top-tier Combat robots should be permanent and personal
Destroyer robots already last long enough to take out 3 large nests*, and are by far fastest way to do that. And are way more convenient than soon-to-be-nerfed turret creep. Imo they're fine, and they become relevant right after you finish research (behemoths), so they also fill the role of "pe...
- Tue Sep 01, 2015 7:48 am
- Forum: Show your Creations
- Topic: New Rail Layout
- Replies: 23
- Views: 20541
Re: New Rail Layout
your only benefit - some minor space savings. I wonder how many people actually tried doing double header system . . . those "minor" space savings save quite a bit of hassle. Switching system mid-game is always PITA. So you have to make a decision early. And minor savings in time (serious...
- Mon Aug 31, 2015 2:50 pm
- Forum: Show your Creations
- Topic: New Rail Layout
- Replies: 23
- Views: 20541
Re: New Rail Layout
You can make your busy stations one-way only. So this isn't really downside of double headed trains.Boogieman14 wrote:One very big downside of double headed trains and a no-loop design is that you'll be severely limiting train throughput in busy stations.
- Sat Aug 29, 2015 12:23 pm
- Forum: News
- Topic: Friday Facts #101 - The players are real people
- Replies: 96
- Views: 62514
Re: Friday Facts #101 - The players are real people
It's different to strategically subsidize based on the actual situation at hand and it's different to subsidize story-driven games. There is no point in the latter. EU does things like that. They like to subsidize random projects and regulate random products. They trample the market without realizi...
- Tue Aug 04, 2015 12:30 am
- Forum: Implemented Suggestions
- Topic: Character logistic slots 5, 6, 7 ... (lategame research)
- Replies: 5
- Views: 2964
Character logistic slots 5, 6, 7 ... (lategame research)
Simply add some expensive tech that adds more slots, in the same vein as you can expand your robot follower count ad nauseam. If there isn't some coding/performance problem with it I don't see why not - currently you can only manage as many slots as your toolbelt has, and requesting multiple stored ...