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We are currently making some changes to the underlying system how projects are made available and include it in a future update. Hopefully these adjustments will make the "project grind" towards the later game less frustrating.
In any case, there's absolutely no way to stay afloat late game if you accept quests as they're offered. You need around 300 credits per turn, and the game will still offer you contracts that pay 10 credits per turn that will take up a slot for 60 turns. I usually have to reject a quest about a dozen times before I get something that's worth at least 70 credits per turn. Anything above 100 credits per turn is super rare.
Missions appear to be generated dependant on the size of your workforce.
with every contract building having a value , so the total value of all buildings (active contracts and contracts not yet accepted) adds up to the value determined by the size of your workforce. hence cancelling contracts generates a new contract next tick based on the points left in the pot.
The RNG is which mission(multiplier), buildings needed(value) and ticks needed.
well thats my take after 6000 ticks and now with a balanced station that makes money
It appears that only 5 (and very rarely 6) contract missions will appear that you can actually activate, this includes missions that are currently active and in your contracts queue; they do not appear to include any of the many research missions available. Completing those research missions did not produce more capable contracts in the queue and the total available remained at 5. So once these 5/6 slots are in the various queues, the only projects that appear will include modules you do not currently have available. The moment those slots clear your queues, almost immediately you will start to see new contracts appear that include modules you do have and can accept.
This hard number does not appear to scale up as your station expands, you'll only get offered 5 missions at a time you can actually run, at least in my tests. As others have noted, you can dismiss these offered contract to keep them rotating through the pool of missions and I found this useful to skip some of the lower paying contracts, but can be risky as sometimes new contracts are slow to arrive, and if you already have 5 contracts between the queue and in progress, you'll not be seeing any new jobs pop up that you will be able to engage in. In mid-game, I found it easy to blow through 25k kredits just trying to get one 300 tick item researched and not having those modules available for other missions that became available that I had the modules built to actually take on the mission. During these prolonged research missions, those 500/600 kredit reward missions do nothing but slightly extend your fall into bankruptcy without any high yield contracts coming in.
I think it's this routine that's choking financial progression of the mid to late game. I've also found that resisting the urge to expand the base until you've been able to complete every possible research mission with your current available modules will help greatly with extending your financial life within the game.
Perhaps if we flipped this mechanic, so that only a total of 5/6 contracts become available for tech/modules that are not yet researched? Or making the ratio a percentage of the station size so that the count scales as the station grows.
Food for thought and very much looking forward to the next balancing act.
Tested in the "No Time for Caution" mission on Medium difficulties.
Be careful with max worker capacity - it will determine the kind of contracts you will be getting. You can disable module in ASL (remove it there) and you won't pay maintenance for it. If you need it you can always put it down :)
I do admit though that it is micro-heavy and annoying.
Here is an example of how bad it gets later in the game:
I just went bankrupt around 1000 population, I was just barely able to have enough workers to run the hadron generator and graviton modules, along with other various modules (conference room, surveillance, optical array) needed for doing regular contracts to keep from going broke. I had to "juggle" which modules were active like crazy in order to complete contracts just to keep from going broke and was still unable to fully staff everything without increasing my workforce to like 1200.
However, with 1000 workers, almost all the new contracts I get require the top tier stuff like the repair bay and fleet modules, which would require at least another 1200 ticks of research (at least 4 new advanced techs) before I can even use them, let alone add another few hundred workers to properly staff them along with all the required inputs.
So because of how so many things are tied to the number of workers, the natural inclination to just keep expanding (like in most base-building games) is severely hindered, which is counter-intuitive and annoying to say the least... At best I am forced to "juggle" all the advanced modules because my tech level is actually around 750 based on the contracts I get and unlocked researches, but I would need at least 1200 to fully staff everything I have unlocked and built at this point.
So if I "juggle" down to 750 I may get some contracts I can actually complete, then I have to "juggle" up to 1000 to actually complete them... And all the while I am mostly just "treading water" with the maintenance costs, maybe researching one new thing at a time.
This is so imbalanced it makes a really fun game become miserable. Here are some suggestions to make it better:
Nope, that's not true, we are still working on the game :-)
As communicated in the last announcement we also have a roadmap set up for future patches: https://store.steampowered.com/news/app/1668130/view/3338869387046235104
orbit.industries is available on multiple platforms, PC and consoles, and we want to further improve the players experience with our game on all of them.
Hi Kaptain, sorry for leaving out so much of your quoted post, but I just wanted to reply to you directly and thank you for your feedback! As described in another forum topic, we are still doing various tests to further improve the project situation and reward balancing to include them in the next patch. So hearing detailed reports and suggestions from players is very valuable!
As explained, we are actively working on improving the game and have a roadmap out there with an overview of patches to come, both for PC as well as consoles. There are many, many hours of gameplay and review videos by various YouTubers/streamers to watch about orbit.industries on YouTube and Twitch - one of those being Raptor: https://www.youtube.com/watch?v=LHugUntFCVY