#Contracts... oh boy

11 messages · Page 1 of 1 (latest)

thick drift
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Contracts really need a way to sort. In the beginnings of the game there is a need to buy drones and other materials, but no way to passively generate credits.

The contracts are a bit ridiculous. ... 1600 bricks in early game? Really?

Same with any of the other items... hundreds and thousands are needed to get even a small amount of credits, never mind research.

This has the extremely undesirable effect of making the player look at what they can afford, rather than what they actually want to buy. (In my case, I wanted primarily research, but had to settle for credits)

There needs to be a way to sort them instead of clicking on each individual consotium. TBH I don't care which company they come from... I just want to see the amount and the reward.

Sorting: I want to see items sortable by:

  • Type of item required
  • Number required
  • Credit reward
  • Science Reward
  • Faction

I suggest that they be single line items instead being divided into consortium pages.

And speaking of the amount... the inventory NEEDS to be visible. I constantly have to keep switching back and forth, closing the panel to see if I have enough stuff to send these people. If you shorten the panel width-wise just a bit, we can see the right hand menu of items that we possess

Anyway, it feels like I just need to AFK the game for 10 hours and then there will be enough to do a contract or two. It's quite unplayable with those amounts in early game. The numbers should be around 50 items MAX for early game. Maybe base it on the amount of energy used or something.,..

viscid pecan
thick drift
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Early game is AFK simulator..

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It's been extremely frustrating. I've been doing the same game for hours now, and I've barely fulfilled 4 contracts

viscid pecan
# thick drift I have a landing pad.

I can understand your frustration, early game is a bit tedious while you wait for resources to be produced. But there are tricks you learn that make it easier. For instance in the beginning I never build extractors and refineries, I just mine the ore veins with the miners and they deliver directly to smelters. And I sell everything I make on the market, it takes a while but it's not too long before things start picking up.

thick drift
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Maybe we need a 100x speed button?

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I wish I was joking. I never turn it offf 4x, and it's WAY too slow.

viscid pecan
maiden flame
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If you treat this game like a market simulator when it comes to its contracts and sale of goods for credits some of your criticisms are actually just how the free market would behave with or without your little company being able to provide for its demand. It's up to you to navigate the contracts for their profitability and your accurate sleuthing can yield you great profit if you do so skillfully. I don't disagree that some sorting for various parameters would be helpful but I would also think it would be strange if suddenly all the factions only offered contract demand curated solely on my own supply output. After a certain point of solvency you will be buying goods off the market to make up for what you can't produce yourself and if you sell them right you can get rich pretty quickly. Changing the market parameters to limit them based on lower early game parameters would only benefit you for a short time as you get out of early game output values. Even in early mid game you'll be purging resources by the thousands easily if you do things right.

The early game will feel like a slog the first few times you play, I can't defend that criticism, maybe some of the technologies I spend my time waiting on could be more immediately available to speed things up or maybe they'll have starter builds to choose from with tech packages that will make things more bespoke to your early game preferences but for now it's helpful to start with a good plan to get out of early game faster and focus on that, it helps with the tedium. You just have to play a few times to get an idea of what that is