EarthX
Marius May 12, 2022 @ 9:36pm
Game too fast
It seems, that the game is progressing really fast. Especially later on I am just launching rockets and testing engines, I have to pause to take new contracts... Cant even enjoy the view.
Maybe cut the speed in half or so. There is a fast forward option thats pretty pointless right now cause time just flies.
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Showing 1-3 of 3 comments
Denis  [developer] May 13, 2022 @ 2:14am 
Originally posted by Marius:
It seems, that the game is progressing really fast. Especially later on I am just launching rockets and testing engines, I have to pause to take new contracts... Cant even enjoy the view.
Maybe cut the speed in half or so. There is a fast forward option thats pretty pointless right now cause time just flies.
Well, the faster you play, the faster the game gets. If you play "slower", stuff in the game will happen slower as well.
Although I kinda get your point. I too have noticed, that the game really subtly encourages you to play faster and faster and you do it since you have no control over yourself. Sounds crazy. I can't do anything about that tho, it's an issue on a fundamental level, exactly like the little game freezes and stutters every now and then. It would require a major game rewrite/redesign that I can't afford at the moment.
wolf1455 May 13, 2022 @ 3:59am 
Keep up the good work. ;) [from a now retired Programmer.]
Griffin III Jun 5, 2022 @ 11:22am 
Originally posted by Denis:
Although I kinda get your point. I too have noticed, that the game really subtly encourages you to play faster and faster and you do it since you have no control over yourself.

I noticed this issue comes and goes as you get more contracts for different size rockets. I'd be overwhelmed with launches for my current rocket tier, then burn through those with the next tier and have nothing to launch. With Medium rockets I had the contract, ship, and testing windows open to keep up so I couldn't even see launches.

I started on hard mode, it's now 2014 I have 89 future contracts and 2 current ones for Starship to launch. Nearly bankrupted myself twice building linklinks because I have nothing else to launch, but the passive income from that builds so slow. Already have capacity for 200k but only 6k are using it. Maybe I should lower the price and raise it later?

Speaking of contracts, there's a bug with them I learned early on. If you immediately assign the highest value ($60m) the ai will base their bids on that. From the very beginning you can easily get $55m contracts on very small payloads, but I'm not sure there's any good way to fix that. Most launches are barely profitable and there's no debt system, though I'm not sure if abusing it to have Starship by 2013 is fair either. I feel like without it your number of launches would still be high but your profit would be so low it would take years to make even a small amount of progress researching the next tier.

I didn't realize sending normal payloads to Mars would send the whole Starship, and I think that's a flaw. IRL Starship is probably going to use kickstages for those kinds of launches, since it doesn't have the Dv to enter Mars orbit and return without refueling. I think only surface missions or completely full missions should require sending a whole ship. Maybe "kickstage" could be a payload like concrete but it costs some amount and brings Starship back immediately.

Of course it's your game so don't mind my ramblings. Overall pretty fun for a few days, I like the wide selection of CEOs you can play as. Looking forward to future updates!
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