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But you could always cheat if you like it being easy. It's only a game.
You have completely missed the point i am talking about FUN not FAIR. i personally think its completely fair that the game expect me to make hard choices and give up units and so on.
I just ddont think its FUN to expect me to do a mission for almost 2+ hours and get nothing for my time and effort. Like the mission allows me to get 3 new bradleys 3 tanks 2 himars and a bunch of other stuff...... buuuuut cause i cant trade any of it for goodwill i am going to junk literally all of the things i got just to have enough supplies to get to the next place, when at other points in the game i would just sell and bring my force back down to management levels but i would get some unit upgrades and vehical uprades.
i cant even scavange upgrades off the bradleys like the armor or ATGMs for the brads i will keep.
♥♥♥♥ you
Personally not being able to buy supplies after is fine, just burns to get this stuff and not be-able to use any of it.
Or stockpile enough resources beforehand to move them to trader on the next run.
Replayability (tm).
Everyone have it's own definition of fun.
For me it is harash decisions and post-apoc realism that is make game fun.
We have more then enough casual games already. But harcore economic based ones are scarce.
I could agree on more difficulty options, though. Easy mode economics could do the trick.
To everyone - each own.
They actually posted the numbers they balanced around, stay below or at those levels and you'll have 0 problems. I think after Oklahoma it's like 100,000 per day.
You only need enough supply to make it to the next mission.
Target Supply Consumption:
After Abiquiu - 40 thousand per day
After Albuquerque - 45-50 thousand
After Tortuga - 50-55 thousand
After Chihuahua - 65 thousand
After Vega - 70 thousand
After Oklahoma - 75-90 thousand
If the player sticks to this army size, then they will not have any problems with resources.
These are the current balance values. If the player does not collect a horde and does not exceed these values, then they will always have resources for upgrades, restoration of ammunition, repairs, training, etc.
If it exceeds, then they will have all resources spent on moving the army from place to place.
Hope this helps..
i mean it helps in the sense it gives me a "target" to shoot for. But with out you telling me this a player is just trying there best there going to hold on to somethings and all way sell down till they can get the supplies to go on to the next mission. Wich is what i did and do. and i only ran into trouble when i hit oklahoma. post OK the lack of shop leads to "unfun" gameplay where all the fun things i just got i now have to melt down to have enough supplies. 3 new tanks? Nope Himars? Nope. lots of other random bits and bobs? Nope. Wich cool game wants me to feel like terminator were the resistance doing our survival thing.... but why not let me do literally the same thing but sell them and then buy the supplies?
Again the topic is FUN Not specifically balance cause we could tweak the numbers all day till it works thats never an issue.
Or stockpile enough resources beforehand to move them to trader on the next run.
Replayability (tm).[/quote] i do at literally every turn. up till oklahoma i would horde every supplies i could get burn them all moving to the next location sell stuff buy more repeat. get some upgrades here and there. This stopped being an option at oklahoma cause there was no one to sell too i simply had to just burn a ♥♥♥♥ load of stuff and take supplies when offered from actual. Wich was not fun to just loss all this new stuff i just secured even though narratively i had just linked back up with the founders and could easily offer them up these vehicals i just rescued for good will? founders just moved in to take over the base why wouldn't i be able to do this?
[/quote]Everyone have it's own definition of fun.[/quote] I 100% agree thats why i am talking about it from a perspective of i dont think this is fun. and that wwas the topic
[/quote]For me it is harash decisions and post-apoc realism that is make game fun.
We have more then enough casual games already. But harcore economic based ones are scarce.[/quote] i also love this about the game. Mad max is literally one of my top 3 favorite settings. and as mentioned i frequently made hard choices and trimmed the fat of my army but i guess my version of that wasent the devs intended balance target so i got screwed.
[/quote]I could agree on more difficulty options, though. Easy mode economics could do the trick. To everyone - each own. [/quote] 100% agree once more! i just dont know how they would adjust the current numbers to keep the challenge of supply management with out it feeling like a gotcha when you eventually do it wrong.
Ít won't help, I already did the math in the same thread, decrease 10k from each and spend most of your goodwill points in supply so you can have a chance
Clear indicators / warnings would help new players to understand the mechanics better AND avoid a lot of frustrations. The first two missions after Haven are basically a loot fest - and they also give you some basic tools like fuel trucks / supply vehicles in general (truck, trailers, bulldozers). With deeper knowledge of the game you know you shouldn't dare to have more than one truck + trailer. But the game suggests otherwise by giving you access to everything [for free]. So it is very counter intuitive for newbies to sell all those "necessary" stuff. (after all, we lost access to our main army - why would I want to sell supply trucks in order to keep my BMT?)
tl;dr: supply mechanics are nice but rough. They need some tweaks for the first few missions - like an extended tutorial. E.g. one could have a goal to have at least X supplies or not exceed Y supply costs. One pop-up after Haven is not enough to teach the new player the finer details about this system. After all it gets easier later as the main missions throw a lot of supplies your way (post-mission dialogues)