zgrssd -> RE: Some Economic Advice (2/14/2022 2:03:02 PM)
|
quote:
ORIGINAL: Erik Rutins Speaking to the content of your post, you've setup a very binary situation where you claim that a gameplay choice is a non-choice. That you can either play it one way or lose the game. In my experience with the actual game, that's not true. I'd suggest that you reserve some benefit of the doubt until you are able to actually play DW2. We are very open to feedback, but hypothetical pre-release feedback that doesn't square with the experience of actually playing the game is in a bit of a strange place. And in your experience: How often did you had to restart because you were in a unrecoverable "negative income" situation? If you were in negative income, what ways did you take to correct the issue? Did those solutions resulted in you loosing or ending the game in another way? Anything in the "can not yet talk about it" category adressign any of those? Because as far as I see, the answers is: Always, nothing, always, no. And that worries me. I am not arguing that everything is working fine if you never drop into net negative income. I am not arguing that once you learned "never go into the negative" is the only way to play the game, it would not be playable. I am asking about the other 75% of situations where not everything is fine. The ones that streamers regularly and effortlessly get themself into. The ones without any obvious way to get out of. quote:
ORIGINAL: Spidey quote:
ORIGINAL: zgrssd quote:
ORIGINAL: Jorgen_CAB quote:
ORIGINAL: zgrssd quote:
If you don't spend your money, you can accumulate it. Yes, in the real world you could create a way to then use a large amount of money to finance longer-term plans. That won't be the case in the initial release, so you'll have to manage your cashflow more carefully rather than relying on bonus income. quote:
When you are off by a factor of 1000, the argument generally does not hold. And if a veteran player like Larry only managed to get to a million credits after ~35 hours of play then that's not really indicative of a broken cash reserve that just cannot be spent. I regularly get 1 Million on the bank in DW1. And I see plenty of cases for people gathering 500-700k on the Bank. You know, half a million or more. quote:
If you don't spend your money, you can accumulate it. Yes, in the real world you could create a way to then use a large amount of money to finance longer-term plans. That won't be the case in the initial release, so you'll have to manage your cashflow more carefully rather than relying on bonus income. As noted above, fully funding these areas from cashflow gives you more colony growth and research. However, even unfunded your colonies will still grow and you will still research. That still does not change that the only way out of it, is currently to scrap ships. Which you might need to not loose your homeplanet to invasion. I wonder of this was possible to mod in: "Stimulus Package" Substract Flat sum now. Pay it out into clashflow over 1-5 years. Maybe loose some based on Corruption reduction. It would be realy nice if I could get the advisors to recognized that this money is not consistent income (so do not plan to spend it on maintenance). Or if that money could directly be funneled into Resaerch and Colony growth, without being accounted as income. But when in doubt I just leave it for humans only and hope they are smart enough to get around those issues. It is an option, which path you take is yours to make. One lead to better colony growth and more research the other lead to a bigger fleet. The choice is yours... Why change it to one option... bigger fleet AND better growth and research... how boring is that. [;)] You made a mistake in that one sentence. Let me fix it for you: "It is an option, which path you take is yours to make. One leads to being conquered and loosing the game, the other to being able to continue the game." You argue from a completely mad asumption "you build bigger fleet to ruing your colonygrowth". Rather then "you build a fleet a certain size to not loose". If you need that many ships to just survive, without actually being able to end threats, then isn't that a bigger problem than whether you're getting good growth and research? Colony Growth and Reserach are the solution for all those "bigger problems" too. So still the same convergent instrumental issue - can't get out of that hole.
|
|
|
|