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In all, I had fun with this one yet again, much better than the toned down (boring) version from before. Almost made me nostalgic for the original EfP I played like years ago, bunny hopping for dear life.
Basically I'm fine with the start and survival stuff on the planet, but it can be just a little harder, while the orbital stuff (once ur in space) can be much much harder, possibly up to the point that it's better to simply make a large base underground on the planet rather than to have defend an orbital station.
Hoping to see your work again, I'll be playing this one a few more times, but now, knowing the strategy it's easier each time again. (Maybe it's possible to randomize contents of POI's a little better ?)
Thank you and cya.
- Polaris Trade station has a recurring bug in it, I think it's a reference that's not present or in the object database, I think a sound. I avoid the bug by just not going back there. It is recoverable by clicking continue until ur out of view of the bug object.
- the original bike has a big fat error, while the new one that was added is way too costly, if you have enough resources for it, you can easily build a simple HV for the same. (doesn't bother me, I never use 'em, but still bug.)
-less orbitals, too easy, after I found a selling point the cash did the heavy lifting. HARD needs exhaustive dangerous mining, possibly a hint of POI hunting for the necessary materials.
- maybe the Zirax should start at hostile or unfriendly.
- POI's on planet a little less materials for building purposes and/or less POI's, but maybe a few more public core'd habitables, but a little more solar power to balance things, not abundance but like 45-60-ish PU for like 15 large solar panels.
- a few Zirax hostile patrols, sparingly, when not coupled with more public cores, but more when coupled with more public cores. Dodging enemies until you can get rid of them. Almost a requirement to victory.
- less foods/plants/resources from the predators (tree guys and golems), maybe just a single plant item or uncommon resource (anything other than iron, copper, silicon).
- just a tiny bit less anti-rad stuff (makes it harder at the start)
-points at scoreboard.
5-1 Heh heh heh.
I score thee 8.7 on the ZMacZ difficulty scale.
(1-(1/6))*10.
It's basically how many times I need to finish expressed in a grade from 0-10.
I don't actually go through the entire scenario, for me a survival win equates
plenty of resources, the ability to create a warp capable CV,
while having lots of oxygen and food, rad and cold protection.
I didn't also finish that yet, but with the coming of my space station, it'll be trivial,
since I found sellers that can sell bulk resources, while also having found buyers.
So pretty much finished, and nope, no taking chances.
I always seek hard stuff, and with that I mean HARD, not something that says "UltraHard" and subsequently is boring as paint needing to dry, in a pot. I've been a long time subscriber to ur scenarios, and I still play 'em. But this new improved version of Purgatory, the Alpha, yes, it's guud ! No breezing here, rush and build ur hiny off guud !