0.15 comments:
Posted: Sun Apr 30, 2017 6:37 pm
Okay, so I do mini-bases, not mega-bases, so I wall myself in and get to the rocket without much else from outside.
But here's my takeaway of 0.15:
- Steam boilers are very short-lived now. Can't see the use of them once you get a single nuclear station up with even just three turbines on one heat exchanger.
- Oil is a bit over-provisioned. I made a train for an oil field (12-15 pumpjacks?) and it basically fed enough to get the whole game's research and never died down in over 40 hours.
- New sciences are WAY TOO HARD. I spend most of the time just waiting for the purples and yellows. Have to say, I researched for atomic bomb and then got bored when I was underwhelmed by it. Research definitely takes a lot more than it used to, and literally couldn't be bothered to get to using the white research that I got from space (pretty much, in a small base, it was a toss-up between putting resources into nuclear research, into launching a rocket, or into getting nuclear self-sufficient... I could only do one at a time and had to devote all my resources to it while it was happening, and each took a number of hours to complete)
- I got nuclear power early on. Had to stop my steam because I was just burning coal for no reason. One screen of nuclear and a couple of small fields of ore will power 100MW for 40 hours easily.
- The other nuclear techs: Too expensive. Especially the last one that lets you turn bad-uranium into good-uranium (especially with the requirement to have a sink of good-uranium to kick-start the reaction!). At 15 hours, I launched a rocket. But by 30-40 hours I had only just got self-sufficient nuclear generating almost 1:1 good and bad-uranium, but it was a huge slog seeding a decent amount of conversion reactions from each other to get there. Now, though, it just churns out constantly and I need do nothing. Free power for my entire game so long as I have even one crate full of uranium ore (literally! I have HUNDREDS of fuel rods and I barely use them to power the entire base from two power stations).
- Nuclear bomb is... well, meh. Sure it can take out a base, but the research to get to it is stupendous, which means you can already just walk into bases (I play standard settings) and take out whatever you want with a flamethrower by then anyway. Though, could we put a delay on re-firing it? I put my first 5 nuclear missiles in, fired at an enemy base once and it went prhup-prhup-prhup and I'd lost most of them in seconds. Damn dangerous for something with that wide an area of effect, and wasteful for something that expensive (they all exploded on the same point!).
- The aliens not having anything of use means there's little point venturing out. As it was, I liked to wall myself in and then I *had* to go out to get purples. Now I spend almost my entire game in-base with one cross-water (i.e. perfectly safe) train run to a remote oil.
- Graphics: Can't say I even noticed the high-res stuff. I'm sure it is, but I wouldn't really care about having it or not.
- Map: Improved, definitely, but the stupendous-zoom-to-see-the-ground is just offputting for me. I don't think I used it once. Also, pressing "E" used to close the map, but doesn't any more. Most annoying, especially if something happens while you are looking at the map.
- Fluid trains: Just obsoleted all that barrelling for me. I had one oil train with a single fluid tanker and that did my whole game's worth of oil, direct into the tanks/refineries, so much easier and requires almost zero steel.
- Aliens seem tougher? I rarely bothered to venture outside unless I desperately needed more resources, but they seem to knock my tank much more than before. No nuclear bomb firing option from the tank?
- Some buildings still don't have signals, I know its early days. But it would be nice to act upon what the nuclear processing plants have inside them, especially for using the final nuclear research.
Looks, to me, like it still needs some balancing or is focused on mega-bases.
Experimental, I know, so it'll all come right in the end.
But here's my takeaway of 0.15:
- Steam boilers are very short-lived now. Can't see the use of them once you get a single nuclear station up with even just three turbines on one heat exchanger.
- Oil is a bit over-provisioned. I made a train for an oil field (12-15 pumpjacks?) and it basically fed enough to get the whole game's research and never died down in over 40 hours.
- New sciences are WAY TOO HARD. I spend most of the time just waiting for the purples and yellows. Have to say, I researched for atomic bomb and then got bored when I was underwhelmed by it. Research definitely takes a lot more than it used to, and literally couldn't be bothered to get to using the white research that I got from space (pretty much, in a small base, it was a toss-up between putting resources into nuclear research, into launching a rocket, or into getting nuclear self-sufficient... I could only do one at a time and had to devote all my resources to it while it was happening, and each took a number of hours to complete)
- I got nuclear power early on. Had to stop my steam because I was just burning coal for no reason. One screen of nuclear and a couple of small fields of ore will power 100MW for 40 hours easily.
- The other nuclear techs: Too expensive. Especially the last one that lets you turn bad-uranium into good-uranium (especially with the requirement to have a sink of good-uranium to kick-start the reaction!). At 15 hours, I launched a rocket. But by 30-40 hours I had only just got self-sufficient nuclear generating almost 1:1 good and bad-uranium, but it was a huge slog seeding a decent amount of conversion reactions from each other to get there. Now, though, it just churns out constantly and I need do nothing. Free power for my entire game so long as I have even one crate full of uranium ore (literally! I have HUNDREDS of fuel rods and I barely use them to power the entire base from two power stations).
- Nuclear bomb is... well, meh. Sure it can take out a base, but the research to get to it is stupendous, which means you can already just walk into bases (I play standard settings) and take out whatever you want with a flamethrower by then anyway. Though, could we put a delay on re-firing it? I put my first 5 nuclear missiles in, fired at an enemy base once and it went prhup-prhup-prhup and I'd lost most of them in seconds. Damn dangerous for something with that wide an area of effect, and wasteful for something that expensive (they all exploded on the same point!).
- The aliens not having anything of use means there's little point venturing out. As it was, I liked to wall myself in and then I *had* to go out to get purples. Now I spend almost my entire game in-base with one cross-water (i.e. perfectly safe) train run to a remote oil.
- Graphics: Can't say I even noticed the high-res stuff. I'm sure it is, but I wouldn't really care about having it or not.
- Map: Improved, definitely, but the stupendous-zoom-to-see-the-ground is just offputting for me. I don't think I used it once. Also, pressing "E" used to close the map, but doesn't any more. Most annoying, especially if something happens while you are looking at the map.
- Fluid trains: Just obsoleted all that barrelling for me. I had one oil train with a single fluid tanker and that did my whole game's worth of oil, direct into the tanks/refineries, so much easier and requires almost zero steel.
- Aliens seem tougher? I rarely bothered to venture outside unless I desperately needed more resources, but they seem to knock my tank much more than before. No nuclear bomb firing option from the tank?
- Some buildings still don't have signals, I know its early days. But it would be nice to act upon what the nuclear processing plants have inside them, especially for using the final nuclear research.
Looks, to me, like it still needs some balancing or is focused on mega-bases.
Experimental, I know, so it'll all come right in the end.