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A possible thought for how a type of endgame could work is to borrow a bit from offworld trading company.
Where you attempt to buy out opposing companies through shares.
The better your company is doing the higher your shares cost (based on your companies net worth I believe).
Once someone owns a majority share of your company (or full buyout) then you are out of the game.
Owning shares in a company generates you a portion of that companies profits.
There is more to it than that in offworld trading company but that is the basics of it.
I appreciate though that it could be pretty difficult to get the balance right for it and may not fit with your plans for the game.
Also when someone is out of the game you can't really remove them from it as the routes they were supplying could end up lacking food/water etc.
So maybe an AI takes over or the player who bought them out gets to control there routes and ships.
yes a sort of stock market system with buying out companies is one option we are considering for a victory condition
fuel/cargo
cargo/loading time
It would be good to see pricing for refits(also time needed), as well as the value for selling ships.
My goods haulers also fly around with alot of medicine, which is not needed when they get there.
I have huge issues with rockets - it seems very difficult to see when they are profitable.
You mean like passenger routing? this should already work
a basic version is: earth -> luna -> mars?
if there is only a passenger flight from earth to luna and luna to mars passengers will do that but if a direct route they will opt for that instead, also works for drones
had a report on discord that this does work for interstellar also, someone had just earth to interstellar hub shipping routes then drones in each system moved the passengers
yeah sorry this is probably not going to be possible as theres no "seed" in the system generation, would be a total rework
yes these are good points to highlight where we can make improvements to UI
Things aren't clearly indicated what buildings are, labelled in an intuitive way and most of the screen is full of unneeded information and graphical clutter.
Windows should just be draggable by clicking on them or have a titlebar to grip for example instead of a small icon. Text and font choices and sizes need improvement to make things readable to the player and typography should fit into a general theme with your UI. Icons should be either labelled or clear what someone should click on. You might want to categorize actions into submenus based on mechanic workflows to minimize whats on the screen and consider what information should be shown at all times or toggleable.
You may want to hire an experienced game UI/UX designer as it's a very particular skillset that many gamedevs don't have. I'm sure you write good code and everything, I'm just coming at this from a new player angle and saying flat out that sometimes less is more.
Focus on the critical aspects of the game to convey to the player.
Check out how other games such as Offworld Trading Company (on steam) do this and that'll give you an idea of what direction to go in. I think you'll find you can still deliver a deep gameplay experience while making something visually appealing and not overwhelming at first glance.
Also sit down with friends / family who have not played the game and just watch them play without telling them what to do or click on. Get active feedback on what they find intuitive and what they find hard to figure out.
If we listed all costs, income and actual profit above a planet in the little flying money bit, instead of just revenue would that be helpful or too much info?
(Im often too imprecise and tight-fisted with my words. =( )
This was about compareing different ship types.
At the early game, gates on earth are expencive.
Therefor you want ships which have a good cargo/loading time.
A high cargo/loading time also means that the ship is doing more work, not staying in port.
fuel/cargo
When you start delivering cargo to mercury/mars, you want ships which have a good fuel useage.
However a ship might have higher fuel use on the trip but more cargo spaces.
You actualy need to compare fuel/cargo values to get a compareable value.
There is an issue with this value, because the fuel use is differet when you fly back empty.
So you would have an halve empty value and a full one.
This is about the raw fuel value shown, not the actual cash costs.
About rockets:
For a normal ship, you can just select and look at a higher duration, to see the profit or loss.
You can even sort the ships list for profit and find the bad ships/routes.
However a rocket is removed after its delivery, so there is no way to see its profit.
You could look at the routes tab, however the routes tab does not include purchasing costs, which are a the bigest part of the rocket.
Maybe the costs of rockets should be included in the routes tab, but not the costs of ships.
-Terraforming tech and trade goods that change planet habitability; planets come with sensitivity (how much effort it takes) and range (how much they can be changed)
-More research; easy to finish the tree before leaving the solar system.
-Faster speeds
-Niches for spacecraft so you don't only have one optimal version
-Rework drones; they should be more profitable (cargo maintainace- how does it work?) but exclusive to 100% development worlds
Edit
-stars with zero planets should be removed; they don't appear to serve any purpose.
-supply chains need to be looked at. You make money if you put a rare mine and machinery factory on different planets regardless of the demand for machinery.