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RE: Understanding Cashflow

 
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RE: Understanding Cashflow - 2/24/2016 8:56:23 PM   
Blabsawaw22

 

Posts: 285
Joined: 12/5/2014
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quote:

ORIGINAL: Bingeling

From the start, why make Distant Worlds. He could just make a clone of pacman. The options were all there.


what have you done with him?

and where is Bingeling? haha.

That is not the clear, concise, and analytical answers that the "always testing" Bingeling gives.


I don't want to go abstract. I'm just noting that not having a hyperdrive in the begining of a game is not an "expansion major feature"..

They could do that in the very first game. thats all.

Now Pirate play on the other hand, that is a major feature and I really wish they did do it correctly.. It had fun moments but again, automation and all kinds of still not fixed bugs today..


(in reply to Bingeling)
Post #: 31
RE: Understanding Cashflow - 2/24/2016 10:08:12 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
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quote:

ORIGINAL: Bingeling
You can't release a paid expansion that is just a glorified patch.

Why, have all Distant World expansions been released on CD-ROMs?
http://explorminate.net/2016/02/05/the-dlcexpansion-conundrum-an-exposition/

(in reply to Bingeling)
Post #: 32
RE: Understanding Cashflow - 2/25/2016 8:17:12 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
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quote:

ORIGINAL: BlueTemplar

Why, have all Distant World expansions been released on CD-ROMs?
http://explorminate.net/2016/02/05/the-dlcexpansion-conundrum-an-exposition/


They haven't you can download them. If you mean something else please explain.

(in reply to BlueTemplar)
Post #: 33
RE: Understanding Cashflow - 2/25/2016 2:30:05 PM   
WCG

 

Posts: 138
Joined: 5/30/2013
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quote:

ORIGINAL: Bingeling

And even if I am not a min-maxer, plodding around fighting pirates with no hyperdrive is not my idea of fun.


I'm not sure what you mean by 'min-max' (as it applies to this game), but are you saying that you fight pirates before you've even researched FTL travel? I can't imagine that! Why?

I mean, sure, you could stop paying extortion money as soon as you get a spaceport, and that will work if you have nothing else in the system to defend. Or if you're lucky, I guess. But that's the thing. You never really know. It's a gamble whenever you do it. And sometimes, you're forced to eat crow and start paying even more money to the pirates. For awhile.


quote:

ORIGINAL: Bingeling

The thing is, there have been expansion, and expansions need a feature. Pre-warp was a quite good idea, and a nice Feature for Shadows. You can't release a paid expansion that is just a glorified patch.



I didn't buy the game until Shadows was released. And at that point, it was very expensive, since I had to buy the initial game and all the previous expansions, too - just to play Shadows.

But the pre-warp start was just too appealing to resist. I wouldn't have bought Distant Worlds at all without that. Funny, huh? Well, as I say, different tastes...


_____________________________


(in reply to Bingeling)
Post #: 34
RE: Understanding Cashflow - 2/25/2016 3:02:25 PM   
Bingeling

 

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Joined: 8/12/2010
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quote:

ORIGINAL: WCG


quote:

ORIGINAL: Bingeling

And even if I am not a min-maxer, plodding around fighting pirates with no hyperdrive is not my idea of fun.


I'm not sure what you mean by 'min-max' (as it applies to this game), but are you saying that you fight pirates before you've even researched FTL travel? I can't imagine that! Why?

I mean, sure, you could stop paying extortion money as soon as you get a spaceport, and that will work if you have nothing else in the system to defend. Or if you're lucky, I guess. But that's the thing. You never really know. It's a gamble whenever you do it. And sometimes, you're forced to eat crow and start paying even more money to the pirates. For awhile.


It is just a style of play, I do not to make deals with pirates. But I do not bother to build structures in pre-warp apart form the spaceport, and it should keep pirates away just fine. Finally beating the pirates that made life miserable at the start is a rather good feeling.

So it is a brief protection deal when they first show up, since the spaceport lacks shields or is not yet even built.

What I meant by 'min - max' is a style of play where one does every choice by carefully selecting the optimal path, and using quite some energy to find it. It would be somewhat opposite to just hanging around in the galaxy, role playing a bit, not really bothering about details.

(in reply to WCG)
Post #: 35
RE: Understanding Cashflow - 2/25/2016 3:48:14 PM   
Guardian54

 

Posts: 56
Joined: 12/6/2015
Status: offline
I'm pretty sure min-maxing in early game is to wait until you have Gerax, Velocity Shard or at least Mk 2 Epsilon Torpedo, Shields, and maybe armor if you got most of that tech off of the abandoned frigate in your system, and THEN telling the pirates where they can shove it.

Of course there's also the ever important NEVER TAX HOMEWORLD EARLY ON except in pulses to make sure you don't go negative (just in case some new pirates show up with a considerable amount of firepower). Honestly by the tiem you have 12 colonies like the guy in the screenshot you should have at least 18B on your homeworld if not more, depending on planet quality and initial system quality...

For those who aren't too into PreWarp starts... consider how much of an advantage you can build up over the AI by simply expanding early.

< Message edited by Guardian54 -- 2/25/2016 3:49:28 PM >

(in reply to Bingeling)
Post #: 36
RE: Understanding Cashflow - 2/27/2016 12:02:11 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
quote:

ORIGINAL: Bingeling
You can't release a paid expansion that is just a glorified patch.


quote:

ORIGINAL: Chris H


quote:

ORIGINAL: BlueTemplar

Why, have all Distant World expansions been released on CD-ROMs?
http://explorminate.net/2016/02/05/the-dlcexpansion-conundrum-an-exposition/


They haven't you can download them. If you mean something else please explain.


Digital distribution can be much cheaper than physical distribution. Therefore you can sell information for much cheaper.

(in reply to BlueTemplar)
Post #: 37
RE: Understanding Cashflow - 3/1/2016 4:06:26 AM   
NephilimNexus

 

Posts: 194
Joined: 9/2/2014
Status: offline
One colony with 9B people gives far more $ than 3 colonies with 3B people each.

Over expansion can ruin Empires very quickly, as starting colonies have negative cash flow. They only drain money until the population hits at least 1B, and that can take a while.

Also if you are not manually controlling your taxes then you have no real control over immigration & resettlement in your Empire.

As a rule of thumb, the more things you control manually the better you will do. Personally, I have every single possible setting kept on manual by default, with the one exception being exploration ships. Nothing gets built without my approval.

(in reply to Hattori Hanzo)
Post #: 38
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