Offworld Trading Company

Offworld Trading Company

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Mutiny is OP
Seriously
Its way too powerful early game
Basically, if someone decides to build into lets say geothermal, there will be a line of ppl to get the mute on that. That spot will be muted repeatedly untill the owned place a goon on it.
Right now mutiny is the most popular tool on the market and it really harms the diversity of early game strats.

I think the starting price of mutiny should be increased by 1-3k.

PS I didnt know where to post my ideas so ill post them here
PPS Sorry iam too tired to wright long posts with arguements right now but I hope you get the point
Last edited by Goblin Death Shaman; Feb 17, 2015 @ 2:37pm
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Showing 1-9 of 9 comments
Enregór Feb 17, 2015 @ 2:59pm 
Try using a goon squad
Pepuo The Game Feb 17, 2015 @ 3:40pm 
Spending money in mutiny early in the game let you without enough cash for improving HQ earlier than your competitors. You will lose the best spots if resources are rare.

Using mutiny in the start also make it very expensive in mid-late game when you really need it for offworld rockets.

Also early game the debt that a mutiny can cause is easily manageable.

If mutiny is more expensive then it will be very difficult in late game and is one of the best counter strategies for offworld rockets
Molay Feb 17, 2015 @ 4:18pm 
I tend to go for that geothermal quite often, and by doing so I know that I have to buy a goon squad along with it - it's basically part of the package. This will set me behind significantly on HQ level for a while. But I think it's a fair tradeoff for breaking into power first and reaping the benefits from it.
Personally I think mutiny is fine, because goon squad does cost just as much at the start, and you get the munity from it.

What I would rahter like to see is something that disables a single building more reliably and longer. Dynamite is an okay choice, for something next to the HQ it isn't disabled very long though, as repair can be done quick. Often one has to use mutiny as the way to disable something for the longest time possible. I would prefer a single target disable of some sort that last longer, around 3 minutes even perhaps. Perhaps a change to dynamite would be enough for that, like: before repairing, you first have to clear away rubble (60 seconds of delay before you can start repairs) or something.

Anyways, to the topic proper, I do like mutiny as is. If the guy with the first geotherm doesn't go for a goon squad, he is asking for trouble :)
Zizos Feb 17, 2015 @ 4:32pm 
goon squad is even more powerful then...not only does it protect you, it also steals whatever the black market item was to try to attack that tile. There are ways to deal with these things and goon squad on an early geotherm is excellent.
Thats kinda what i say

if you buy expeniseve geothermal and dont buy a goon squad
Than someone will steal it. And that person will get immense early profit, while the person that originally owned the geothermal pretty much loses the game at this point.
Buying a good squad along with geothermal is very expensive. It basically annihilate the profits or early geothermal and "sets back on HQ level"

Mutiny is not expensive at all. It will not hurt anyone mid-late game if you raise the STARTING price by 1k. Itll just make early mutiny not a must-buy

Also. You cant argue with mutiny being the most popular tool. Iam nto saying its gamebreakingly OP (however in case of geothermal it kinda is). But its definitely much better than others.


JugglerX Feb 18, 2015 @ 4:53am 
Mutiny seems balanced to me. play a few more games and you will know when u need to combine a goon squad with select targets.
Mick Feb 18, 2015 @ 5:01am 
Mutiny lasts 60 seconds, correct? So if power is worth $25 per unit (on some maps I've seen power worth much less than this early on), then stealing a 2-power geothermal would allow you to steal $3000 worth of resources. Hardly game winning. Prices of BM items go up too, so it will be worth less later if the price of power remains stable.

Of course, sometimes power is worth more, but you have to balance the profit of the mutiny against the risk of the goon squad. Also, there is an opportunity cost, because your first black market purchase isn't being used on buying a cheap extra claim.

EDIT: There is one aspect of mutiny that I think IS too overpowered, and that is the fact that while you 'own' the building, you are capable of scrapping it right before the mutiny wears off, forcing the other player to spend 100% of the construction resources to rebuild it. However, I think the scrapping ability is a bug (or should be considered one).
Last edited by Mick; Feb 18, 2015 @ 5:03am
liq3 Feb 18, 2015 @ 5:06am 
Originally posted by Mick:
Mutiny lasts 60 seconds, correct?
120s
Mick Feb 18, 2015 @ 5:09am 
Originally posted by liq3:
Originally posted by Mick:
Mutiny lasts 60 seconds, correct?
120s

OK, I must have seen it used on a lot of science players then. So my first example would be a 6000$ revenue against non-science.
Last edited by Mick; Feb 18, 2015 @ 5:10am
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Date Posted: Feb 17, 2015 @ 2:36pm
Posts: 9