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And if we consider that mining is considerably faster than cultivating, AND it's unlimited as well (thanks earthquake and comet events!), you really only need 3.
Adding DLC into the mix, it jumps up to 5, because you need an outpost in each of the new biomes, but actually the "main" outpost in each of the new biomes remain as a jump point without an outpost there, and the caverns do not even give you a unique resource, so there is little, if any, reason to maintain an outpost there beyond the immediate objectives, or roleplaying.
Otherway i like build up different industry's in the outposts, so i don't delete the "ressource-Outpost" maps.
Any news on this?
I mean, I think you can probably make it an option to increase in CUSTOM games, but I find limitations give the game the feeling of being a challenge. If you cater to every complaint, then the game would lose its edge, it's challenge and the challenge with this is choosing wisely which area DESERVES an outpost.
I have the full current game, dlcs and everything and I think 10 is plenty, especially after you've been through the game once or twice and know how it works. Like my last game of HARD 500x enemies, I think I only used 8 of the 10 and had way too much resources, if push comes to shove, I could've even cut it down to 5 or 6.
But that's just me, to each their own. I'm definitely a casual player too.
I think I recall MODs that even give you the option of unlimited Outposts.
And don't threaten the developers with "do it or I'm not buying the game", like what the heck is with that? :/
I never personally considered the outpost limit as being a means to limit our resource generation. As, aside from Uranium, outposts are totally unnecessary for resource gathering. In six full campaign play-throughs I've never once bothered to set up a Cobalt, Palladium or Titanium mining outpost. The rare elements (Cobalt, Uranium, Palladium and Titanium) are needed in such small quantities that you can grow all that you need using cultivators.
In my HQ I set up four cultivators each for Cobalt, Palladium and Titanium. Then one more cultivator each for the four rare resources (Hazenite, Rhodonite, Tanzanite and Ferdonite). for a total of 16 cultivators in my HQ. Combined with Carbonium and Ironium synthesisers, that's everything covered except for Uranium, which you can't grow in your HQ. So I do set up a Uranium mining outpost and in that outpost I set up six cultivators for growing Uranium. So 22 cultivators across two bases covers all the resources that I could ever need.
Cobalt is needed in higher quantities than the other three rare elements, but that's fine as you unlock Cobalt handling before you even leave your HQ for the first time. So, I set up at least 8 cultivators and set them to cobalt before I leave on the missions to unlock the other three rare element handling technologies. I usually unlock Palladium first, then Titanium and Uranium last. After I unlock Palladium handling, I return to my base and set up the rest of the cultivators and have six each on Cobalt and Palladium. After I unlock Titanium Handling, I set four of the cultivators on each.
This order makes sense to me as Cobalt is needed a bit more than Palladium is, which in turn is needed a bit more than Titanium is. Cobalt is needed for level 2 and 3 AI cores and for level 2 and 3 energy stores and for cultivators and harvesters and for lots of advanced defensive towers. Palladium is needed for lots of advanced towers too and for level 2 and 3 gas production and gas power plants. Titanium is needed for lots of advanced towers too and level 2 and 3 geothermal plants. Uranium is only needed for one type of advanced tower (that I consider worth using anyway) - the heavy artillery tower - but that's worthless until you have fusion power plants for the plasma, so you need all four rare resources before you can use heavy artillery anyway. Other than heavy artillery uranium is needed for upgrading radars to level 2 and 3 and upgrading ammo factories to level 2 and 3, but the upgrade benefits are very small for level 2 and 3 ammo factories, so not really essential, it's not like other buildings or towers where level 2 is typically twice as strong as level 1 and level 3 is twice as strong as level 2. A level 2 ammo factory is only 33% better than a level 1 and a level 3 is only 25% better than a level 2. I consider Nuclear power plants as being terrible they way they're currently implemented, so I never use them. That is why my priority for getting rare elements is Cobalt > Palladium > Titanium > Uranium.
I always thought the outpost limit was put in place to save us from ourselves and being completionist and having an outpost in every area we ever visit, which is pointless and only makes the save game files folder bigger than needed for each campaign. Or, because you get a nice little bump in ammo capacity storage from each output, which soon add up (30 artillery ammo per Outpost), which is about 1.5% extra ammo storage per outpost (assuming you already have all 18 of the usual ammo storage buildings at level 3). 1.5% doesn't sound like much, and on its own it isn't, but if you have 20 outposts, suddenly you've got 30% extra ammo storage that the devs probably didn't intend for you to have and you can get away with having less ammo factories than they want you to make (the limited ammo storage forces you to focus on production instead, so you don't run out mid-attack-wave, which probably won't happen on normal, but if you play brutal 500% you need 150-200+ ammo factories to keep up with usage).
MORE IMPORTANTLY, an outpost just to keep the map visit-able is a necessity to prevent players from having to lose access to maps because they must jump back to another base map to defend against a wave attack once they implement the new system of attacks occurring while you are not on a map. This new mechanic will negatively impact the experience if timing is not done right and attacks come before the newly visited map has been adequately explored and completed and the player doesnt have enough outposts to lay one down before jumping to protect his other map base.
Lol how are you going to tell someone to calm down when it's through text? Believe me, no one's shouting on the rooftops about this, no sleep lost.
And my response there had nothing to do with you. So why did you feel the need to respond to me when you weren't even spoken to.....
I just think it's a bit conceited, bitter and UNGRATEFUL of folks that come in, threatening not to buy because of some small issue like this after the developers did a ton of work on their game and made it plenty playable.
It's either you're going to buy the game or not and if you got a problem, there's no harm in asking them nicely. Be kind and ask for the change, don't make those cheap threats.