Well done.
A bit of a waste of... 'below-market-cost' labour, and lacks a certain irony, but I can appreciate giving a good solid punch in the face.
At least this leaves the exotics production infrastructure open for close inspection.
Search found 10 matches
- Mon Dec 05, 2022 2:18 pm
- Forum: Terra Invicta Early Access
- Topic: I suck so bad at this game ...
- Replies: 2
- Views: 1066
- Mon Dec 05, 2022 10:54 am
- Forum: Terra Invicta Early Access
- Topic: Gameplay suggestion: Resource market changes + logistics hubs
- Replies: 8
- Views: 1734
Re: Gameplay suggestion: Resource market changes + logistics hubs
Apologies for double post. This is a separate response and other one was already getting very long. ... 2. SPACE IS DIFFERENT: ... 3. SPACE IS SHARED: ... I really like this idea. Gives habs a way to get some funding (which you might very well then just spend to try and buy back some of the resource...
- Mon Dec 05, 2022 9:39 am
- Forum: Terra Invicta Early Access
- Topic: Gameplay suggestion: Resource market changes + logistics hubs
- Replies: 8
- Views: 1734
Re: Gameplay suggestion: Resource market changes + logistics hubs
... Probably one of the main detractions from immersion for me is the abstraction of resources. On the other hand, having physical resource piles would add a massive complication to the game. ... Personally I would love if resource stockpiles were separate, but as you noted I think it adds a level ...
- Sun Dec 04, 2022 4:31 pm
- Forum: Terra Invicta Early Access
- Topic: Gameplay Suggestion: Ship Building From Earth Surface
- Replies: 26
- Views: 5596
Re: Gameplay Suggestion: Ship Building From Earth Surface
I think the idea could work, as long as the limit on the amount of simultaneous ships being built on earth. ... The number of spaceflight programs in a nation equals number of "shipyards" available on the surface. ... I'm not quite sure what you mean by this, but it sounds like a bunch of ...
- Thu Dec 01, 2022 8:27 am
- Forum: Terra Invicta Early Access
- Topic: Gameplay suggestion: Resource market changes + logistics hubs
- Replies: 8
- Views: 1734
Re: Gameplay suggestion: Resource market changes + logistics hubs
Very, very nicely done and I like your suggestion very much. Thank you, I appreciate the feedback. ... Perhaps also the Resource Priority is not really needed as modified Economy and Spoils priorities might be enough... Good point, a new priority is likely an unnecessary complication. Also gives a ...
- Wed Nov 30, 2022 9:38 am
- Forum: Terra Invicta Early Access
- Topic: Gameplay and UI Suggestions
- Replies: 10
- Views: 2242
Re: Gameplay and UI Suggestions
For military power or fleet combat rating used MC is still a good indicator. If you use combat power you would have to use a multiplier on the order of 0.01 or less, so that a 1k fleet adds 10 hate. The 10 to 20 MC you used to build that fleet would have added that amount of hate anyway. So you end...
- Wed Nov 30, 2022 9:24 am
- Forum: Terra Invicta Early Access
- Topic: Gameplay suggestion: Resource market changes + logistics hubs
- Replies: 8
- Views: 1734
Gameplay suggestion: Resource market changes + logistics hubs
Summary MVP 1: Make resource market buy and sell resources. Resource availability is limited. Resource cost based on resource type and amount in the market. MVP 2: MVP 1 + Adjust eco and spoils priorities for nations to also add resources into the resource market. Bonus from resource regions. MVP 3...
- Tue Nov 29, 2022 8:20 am
- Forum: Terra Invicta Early Access
- Topic: Gameplay and UI Suggestions
- Replies: 10
- Views: 2242
Re: Gameplay and UI Suggestions
allow us to modify the default priorities of our faction. This can be done under the nations tab, in the section where you can define new custom priority sets. When editing a priority set there is an option to make it the default. Though in some cases when control points change hands it still defau...
- Mon Nov 28, 2022 8:17 pm
- Forum: Terra Invicta Early Access
- Topic: System Suggestion: Endeavours
- Replies: 0
- Views: 3080
System Suggestion: Endeavours
Summary: Multi-step event chains, started by faction with targets / options based on endeavour type, that can have effects like an event when a step (or entire chain) is completed. Problem: Player has no means to freely choose between focussed councillor actions (early game) and more hands-off nati...
- Fri Sep 08, 2017 7:24 am
- Forum: Long War 2
- Topic: Infiltration vs fatigue
- Replies: 50
- Views: 71509
Re: Infiltration vs fatigue
Using posts from this thread and this other thread I would suggest the following: tl;dr Either pay 'time' up front with infiltration, or suffer fatigue afterwards. User's choice. Fatigue suffered is determined by mission type & region's advent strength, not number of actions during mission. Infi...