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Why does the download fail? Female gamer here. HELP!
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Overpriced for an asset flip of the mobile gacha game
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Design mechanics behind minor factions
Messaggio originale di Fendelphi:
1) Opportunity cost. The players that have a large amount of Influence points, usually play a faction that focus on that, and they are researching technologies and building items that boost their influence gain. With all that resources and time invested, they should clearly win more auctions, than someone who spends their resources on economic or military upgrades.
The players who do not make it a priority, will probably not win many/any auctions, but they will get to other techs faster in the early and mid game, and they can still spend their influence on minor faction reputation and rewards.
There is also the option of destroying the minor faction, which can be a huge setback to a faction like Vasari Alliance, if they have already invested heavily into minor faction research(a lot of time and resources spent that they now get no benefit from).

If Influence was refunded on a failed bid, it would be a disadvantage for those who specialize. Everyone would just invest all their available Influence(meaning the ones specializing would still win), but the winner does not have any influence to use on minor faction abilities, while everyone else are at max influence again.
So if one has 11 Influence available, and another has 10, the 11 would win the auction, but the one with 10 can now spend all of it on minor faction abilities.

By having Influence always being spent, you create actual decisions and consequences, as the player has to decide if they are "going for the win" in an auction(and might fail, if they underestimate the other factions influence potential), if they simply want to put a bit of pressure on(with a chance to win if everyone does the same, or have already spent it on reputation), or save it for minor faction abilities.


2) I agree that there should be better options for minor factions(I would also love for more minor factions to be added).


3) Every faction should have some version of Heathen Quaters, yes. There might be restrictions on which planets you can build them on(and when it becomes available as research might also be different). Is there a specific faction where you cant find it?

I don't think I buy the opportunity cost thing, at least at the levels I play (AI Medium/Hard FFA depending on mood). Influence R&D is *minimal* in the grand scheme of things, factions have what, 4-5 related techs? Beyond that don't most of the buildings/items that expand influence points also increase global influence gain? If your influence cap is 15, you'll be generating like twice as many points as someone who's cap is 10, and have the advantage that you can buy favors and still have a pool when an auction comes up. Since the auctions are blind, consistently going all in would still have consequences in that you could easily overbid. Another nit I have is there's no countdown for auctions, and the usefulness of them is super varied. +4 research points? Amazing. Some sometimes useful ship items, cool. Exotics? Sure, not bad. The third auction in a row for a pitiful amount of crystal or credits? I know the amounts increase, but it feels like those should be phased out an hour or two into the game.

I think it was one of the Vasari I couldn't find the building, which someone else mentioned was only available on a small number of planet types.

Messaggio originale di MFD Suraj:
I think the problem here is the impact they have , IA doesn't react much at them , ships simply will be destroyed by local defences , or smal task forces.
The only good use is to send them in cooperation with player attack.
In that case is less costly in resouces. and of bigger impact in damage.

I find that offensive raids are usually enough to give an un-upgraded starbase or 10-14 defense points worth of turrets/hangars a significant challenge, and if you're building that up at each gravity well that's a pretty high investment, especially as they may attack out of reach in larger gravity wells. I'd say you deserve to be immune at that cost. They can also wipe lower tier planets fairly quickly. I prefer them this way than what pirates became in SOSE 1 where they'd field ships far more powerful than yours. Defensive fleets are usually sufficient to keep the lower players at bay or hold off a higher tier player long enough to upgrade a starbase and recall your fleet if it's not halfway across the map.
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