Yes!!! Thank you, thank you thank you!
xbud2
Recent community posts
By the way, you should allow the customers to churn to zero. I can literally set the price to max, never get a support staff and still be rolling in cash because my burn rate is lower than the amount i make off of 4 customers at max pricing.
Alternatively i can do the same by setting price to the floor after getting all the upgrades, and still make enough to cover the burn with no support or any staff.
Maybe a negative reputation modifier? Also, maybe 10x or 20x the burn at the outset, so that the bank loan feature actually gets used. Alternatively, you could also start the player off with a massive loan that they are constantly trying to manage, hence that becomes a calculation too.
hey so, in the later stages or just after the first couple, unlocking more slots should be tied to mastery of certain skills. it can either be pure mastery of that skill or an unlock to buy like you have now.
Around sector 5, I'm able to go on a min-unlock spending spree on all the cheaper skills and collect all 51 by sector 7. That might have something to do with having prestiged 7 times.
On that note, prestige giving so much xp boosts via repeat-prestige def shortens the lifespan of the game. I normally hate nerfs, but prestige needs a major nerf. Maybe instead of current, it allows a +1 max tier on a module if that module is collected again - and the next time you prestige you can select a different module. Like say choosing the global cooldown module first and then the evasion module.
On the note of the evasion module, the evasion skills is so broken. Coupled with the evasion module, I get hit like 1 out of 20 times. With everything else I have stacked on top of that, I feel like the villain.
Whats the benefit to not killing the player off after they take a black hole somewhere - like back to the start (prestige)? Leaves ship so weak, it is basically trying to search for Level 1s and 2s, else dies. It doesn't even get the benefit of a new run start's module/drone/augment selection, and it even takes away the new weapon you might have bought.
i might be unpopular saying this, but the fact that the drawbacks don't scale really makes them feel inconsequential in the later game.
Also, because they can spawn with low tier drawbacks, for example store cost +, once you optimize for the right drawbacks, you don't even feel the impact on the game.
Ah no, i see the same thing as electric fire. I can start to mine a big one near halfway across the screen knowing it will wrap around before i can mine it all, and it will top itself up once it comes back - letting me choose when to mine it (ie, again, half way around the screen so it wraps, repeat ad infinitum), which lets me farm some big salvage from a single derelict.
The asymmetry of the upgrades you can do was great. Some paths just broke off earlier and I didn't realize it, hence why i played it a second time with my intentional selections. I might do more successive runs optimizing only for 1 resource each just to see how it goes.
Also the silent endless mode of being able to go above 10 fire was great design.
I also tried to place the resources all over the map in the first run only to realize it penalized efficiency instead. Might be an idea to force it in some aspect so that I can't just pack everything together on one side, get the click upgrade and turn it into an autoclicker.

