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I found great pleasure in discussing with my friend how different our play throughs were.
As for conceptual issues - like profit factor - I can understand why it might not mesh with you. It is a different idea to buying and selling, to represent just how meaningless buying and selling is to someone who has command of many systems worth of resources.
An example is your water - the emergency water is negigable cost to you. The reputation loss, the loss of faith in your ability to do something as 'simple' as provide water infrastructure - it's like the stock market in a way - your promises carry a little less weight for it.
Anyway - if you are totally bothered and can not accept things - firstly dont ever play chess, the knight moves in a stupid way - and secondly - get the Toybox mod, and 'fix' your profit factor and change the game flags so you can have foulstone and anything else you want.
As for the point about Profit Factor, it's contradictory. In the description provided by the game, your Profit Factor acts less like a currency, and more like a threshold. With the logic provided by the game, things that require upkeep, or reduce reputation are reasonable actions that would reduce Profit Factor. Even buying mutants makes sense, not because of their value, but because it would cause a negative impact on you reputation. But in the case of the water situation, it's not a permanent upkeep and the need for extra water should not warrant a reduction in reputation. And if it's a case of not being able to provide water, then not sending emergency water should cause the reduction.
And then their is the fact the resources are treated in the same contradictory way of not actually being how much you have but rather how much you produce, yet temporary events reduce the amount you are producing. Using the thing your producing should not reduce how much you are producing. I would say it makes since if the reduction to production was temporary, but it's a permanent loss that can not be regain.
Now, actions that affect the citizen's view of you makes sense. A negative view from those that would be using or producing the resource could cause them to use more or work less, which would affect how upkeep and production.
Essentially the issues I have are that the resources operate in an inconsistent manner, and you are heavily punished for you choice in game path. If you are offered more than one path for the story, but are punished for choosing a specific one, then normally that would cause people to be upset.
I think that happened with Skyrim's Dawngaurd DLC. If you choose the route of the Dawngaurd, you get a very lackluster story, and basic gear. But if you go with the vampires (the route they want you to pick) you get a long and fulfilling story line, and high end gear. And if I remember right, plenty of people were, and still are upset that the Dwangaurd route denies you most of the DLC.
It was just stupid. There is NO reason why you can't colonize Foulstone with brand new colonists or colonize one of those other habitable worlds you see. This was just terrible railroading whose purpose was punishing players for choosing one line of dialogue instead of the other two.
And you had NO WAY OF KNOWING WITHOUT HINDSIGHT that choosing the third option would lock you out of a fifth planet.
And yeah, profit factor makes no sense.
If it is supposed to be your INCOME then it makes no sense that one time purchases or one time sales would reduce it or increase it.
What really makes no sense is that the game does not punish you for taking actions which significantly reduce the amount of skilled workers on your ship and planets. For some reason WH4K writers believe that the population is infinite even though people are constantly dying by the thousands while very few if any new people are being born and trained. It can take 30 years to produce a skilled craftsman. And if you can kill them all before they can teach someone else their craft you just ran out of craftsmen.
Seriously. How many hundreds of people die on your ship every week? 500?
How many are born every week? 0?
See the problem?
If you start with 2500 people, by week 6 you will have 0 people on the ship. Maybe the writers shouldn't have such an impossibly high death rate that vastly outpaces any believable birth rate.
Like sure, if you want to write about a very short war with super high causalities that's fine. But it has to be short and super infrequent. It cannot be an everyday occurrence for 4,000 years because you are going to run out of people.
WH40k is a universe of quadrillions of humans. You can kill the entire population of Earth, and it isnt even a blip in the daily birth rate. The numbers for this setting are insane.
If you can not accept the setting, that's OK, because frankly it is a little nuts.
maybe stop meat riding the game so hard and actually read and reply to his questions
You should have enough PF at the end to buy everything three times over.
Who says the contract isn't a permanent contract where the production value gets constantly deducted, you see it as a one time thing.
Foulstone, why do you see it as a punishment you made your choice, which ever it was, it will give you an ending which you wouldn't get if you got Foulstone. Yes, you wouldn't be able to get certain items, or you would get them early because you plundered it, maybe need to plan how to build your colonies, so you can reach the tier 5 or fail to do it. It isn't a punishment, you will have an ending that you otherwise wouldn't get.
If we talk about colonizing Foulstone after wiping the original settlers out, what is stopping you from settling on every second planet in every system? It isn't a city builder, live with your choice. Do a new playthrough after and see one of the possible endings when you took them under your protection next time.
I think there will be other colonies in other systems in the future, there are certain possible candidates for that.
For PF/resources, somethings don't makes sense. For example, if one of the events is a battle, and the cost is weapons, why is it permanent? It's a single one time battle, and there is a factory producing weapons. A single battle should not suddenly reduce the amount of weapons a factory on another planet is producing.
As for the situation with Foulstone, it feels like a punishment because things are locked out with nothing for the chosen path being unlocked. Usually, it would be that picking one path opens up an option for that path, while locking out options for the opposite path. But with Foulstone, you are not just locked out of one things, but multiple things, and get no other options. It's basically saying, should have picked this thing and get the points for your chosen path another way. Which is something you couldn't have known unless you've already played through it, which is fine for some people, be no everyone is happy with being punished for not having played already. Foulstone was basically made to be a requirement for many things, but is easy to accidentally hard lock yourself out of. But the other colonies, which are not required for other things, are impossible to be lock out of. To add insult to injury, there is a quest the requires you to settle Foulstone, but if you're locked out, the question doesn't let you know. Unless you look it up, you'd be flying all around the expanse looking the the colony you need to establish, never to find it.
Your PDF would need weapons and armor for every new recruit why do you see it as a one time fitting? It isn't a one time battle they would need to be constantly ready for such battles, even if they never happen again.
The events and what events you get are random, I had plays where I only got good events and some where I constantly got bad events, if you wait this bad events got worse, but again I can leave an event open. I'm not obliged to do them if I don't want to, maybe Owlcat will change that in the future, but for now you have no consequences.
Could they make it better certainly, there is always room to improve the game and how all things work with each other.
And threads like this will certainly help them for future references on how to improve things for new players.
As for the weapon thing, it makes sense for new recruits to need the equipment to get outfitted, and when a particular instance comes up it makes sense to requires extra weapons, but when that instance happens, and the extra weapons is in constantly needed and the same event happens in the same colony and takes even more weapons, then it stops making sense. If they decided to use more weapons to prevent similar events, then why would they need more to stop the same event if they already are prepared?
The issue with resources is that the expenses keep increasing, but you can only increase production so much. Now if production could be continually increased (Say if the extractors have a timer, and completion did not reduce production, allowing you to eventually gain a stacking increase from the same spot) then the constant increase of expenses wouldn't be a problem.
As for why I feel the issue with Foulstone is a punishment, it's simply because you are given options based on alignment path, but the heretic is treated like the wrong option. It's like being told "there are no wrong answers and every answer leads to something" but then the answer you pick was actually wrong. It feel like I'm punished for believing their lie.
In the Playstation game Infamous, you can pick the Good path or the Evil path, and neither are treated as wrong. They just alter the story, and maybe give different powers.
When you find Foulstone for the first time, you are given 5 options, 1 that gives extra lore, 3 based on alignment paths, and 1 that is just ignoring the situation. If you decide to ignore it, you ruined you chance of having the colony. If you are playing as heretical, even if you take time to look at what option gives what, you'll think the heretic options is the best one since it give PF, a Weapon, some cargo, and heretical points, and never know that you locked yourself out of a colony. You are making a meaningful choice, without knowing that it is meaningful.
In most cases, when you find Foulstone for the first time, you have no idea that it can be a colony. It's not even clear that the choice concerning Foulstone is going to have major impact until it's far too late.
In short, you are given options that have a hidden outcome with major impact to the story and mechanics of the game.
I do think more info provided by the Game Dev's in specific situations would help but it is also how the W40K universe is presented.