The game would be great should some effort would be put into balancing and polishing.
1. Research
There are A LOT of worthless research. Which would be not THAT bad but the contrast of "good" and "crap" techs are apalling
Adapted Probes - who ever use probes? Autonomous sensors removes the very need for probes and any investment is better than buying probes. One autonomous sensor tower is enough to get scan levels to manageable levels and game pace is slow enough to scan entire map "manually".
Compact Passenger Module -comes so late in the game that by that time you will suffer from overpopulation already and excess population.
Deep Water Extraction - moisture vaporators can cover the needs of even the most advanced base and they will become more poerful later in the game.
Rover Printing - comes so late in the game that it is easier to order them from Earth, than to waste resources. Only practical application is to use this tech while on mystery lockdown.
Resilent Architeecture - becomes obsolete with turboscrubbing
Moisture farming - the most basic and demanded building comes at tier 4!!! I mean your entire base could be based on Mvs alone and you can build them in the end game? What is the logic behind this?
Dust repulsion - approx on the same tier as scrbber, and instantly becomes obsolete.
Conservation landscape - as terraforming comes as last techs this tech is a waste of time - at this stage you can assign several RCs to works fast enough.
Plasma cutters - as it is several techs away from Mohole, it serves next to no purpose - you don't need geologists at this stage.
Low-G Fungi - farms are so much more effective, with comfort bonuses, automation options and soil quality. Fungi perform worse for more resources. The only redeeming aspect is that it saves space.
Magnetic Filtering - 50% moxie upgrade would worth something, but Moxies are so cheap, that wasting research on this is insanely more costly than to build several more moxies- they cost 4(FOUR) metal and require 2(!!!) power and 2 metal maint.
Supportive Community and Martian festivals and another two of worthless reseach options. Because who cares about flaws and service comfort from decorations?
Holographic Scanning - comes when you suffer not from lack of colonists, but from overpopulation.
2. Terraforming.
My main problem with the terraforming:
It should be easier to finish than to start. It should be hard to make initial gains but then terraforming should gain momentum. Water should accumulate, atmosphere should be gained from forestation, forests should grow more the more you aready have.
Now it is diminishing returns. You get +20% from nukes and then it's 1-2% from nuke. It is NOT FUN. This approach encourages waiting game, where players launch rocket missions, then Alt+Tab to web surf to wait until mission will be done because you have LITERALLY nothing to do during that final stages of terraforming.
IMO to make terraforming fun first milestones should be hard, getting water, minimum temp etc. But then it should gain momentum and be easier, not the other way around. First steps should be challenging.
And second is that there are no reasons to research terraforming until you researched everything else, with the exception of waste rock utilisation. In all my games I saw no practical use for researching terraforming early and mid- game, because it literally have no use. I will not get any benefits from starting terraforming early on, except that I will spend less time because it will work on the background.
I tested it in one of my session, starting heat and atmo early - and by late game I still had negligable terraforming and main progress have been made by rocket missions.
The game and terraforming mechanics needs a serious balancing, if not complete overhaul.
Growing vegetation is, with 0.01% increase you will acieve more with one rocket launched than with tons of forestation plants. They cannot be boosted as a building, they only tech that boosts vegetation is just makes it 0.04...and it completely stops at 40% Vegetation. You can have 666 of them it just won't do anything. Vegetation is upside down in Surviving Mars - instead of spreading faster, it slows to a halt.
You will get more from one rocket mission than from dozen of large lakes. The only significant gain comes with athmosphere from carbonite processors. Other buildings gain you 0.15 at best. It is literally not cost effective to build any of said buildings as you can just launch and launch rockets...which could not fly faster. So you launch a batch of rockets, then Alt+Tab and get back when their mission is completed. Then you repeat the, process. It is interesting for the first time - when you do it for the fifth time it gets boring. And you need hundreds of launches for total terraforming.
3. Buildings and overpopulation.
We have no 3-tile building for gambling, gaming. And later on it is common to turn off upgrades that reduce working slots due to rampart overpopulation.
Fusion Reactor - the last thing you will need is a worker dependant power source. But it have its use late-game - to provide work space outside the dome. I place several of those to create a lot of work spaces.
But the problem is that late game you are encouraged to CANCEL or TURN OFF building upgrades to solve employmint problem.
Think of it, it's the game about future and everything moves towards miniaturisation and automation...and then the game encourages you to make buildings with lots of workspaces and less automation. We even have Workshops, that produce NOTHING and only serve to make colonists busy.
This design approach is counter-productive IMO.
There are many other issues but I think it's a start
1. Research
There are A LOT of worthless research. Which would be not THAT bad but the contrast of "good" and "crap" techs are apalling
Adapted Probes - who ever use probes? Autonomous sensors removes the very need for probes and any investment is better than buying probes. One autonomous sensor tower is enough to get scan levels to manageable levels and game pace is slow enough to scan entire map "manually".
Compact Passenger Module -comes so late in the game that by that time you will suffer from overpopulation already and excess population.
Deep Water Extraction - moisture vaporators can cover the needs of even the most advanced base and they will become more poerful later in the game.
Rover Printing - comes so late in the game that it is easier to order them from Earth, than to waste resources. Only practical application is to use this tech while on mystery lockdown.
Resilent Architeecture - becomes obsolete with turboscrubbing
Moisture farming - the most basic and demanded building comes at tier 4!!! I mean your entire base could be based on Mvs alone and you can build them in the end game? What is the logic behind this?
Dust repulsion - approx on the same tier as scrbber, and instantly becomes obsolete.
Conservation landscape - as terraforming comes as last techs this tech is a waste of time - at this stage you can assign several RCs to works fast enough.
Plasma cutters - as it is several techs away from Mohole, it serves next to no purpose - you don't need geologists at this stage.
Low-G Fungi - farms are so much more effective, with comfort bonuses, automation options and soil quality. Fungi perform worse for more resources. The only redeeming aspect is that it saves space.
Magnetic Filtering - 50% moxie upgrade would worth something, but Moxies are so cheap, that wasting research on this is insanely more costly than to build several more moxies- they cost 4(FOUR) metal and require 2(!!!) power and 2 metal maint.
Supportive Community and Martian festivals and another two of worthless reseach options. Because who cares about flaws and service comfort from decorations?
Holographic Scanning - comes when you suffer not from lack of colonists, but from overpopulation.
2. Terraforming.
My main problem with the terraforming:
It should be easier to finish than to start. It should be hard to make initial gains but then terraforming should gain momentum. Water should accumulate, atmosphere should be gained from forestation, forests should grow more the more you aready have.
Now it is diminishing returns. You get +20% from nukes and then it's 1-2% from nuke. It is NOT FUN. This approach encourages waiting game, where players launch rocket missions, then Alt+Tab to web surf to wait until mission will be done because you have LITERALLY nothing to do during that final stages of terraforming.
IMO to make terraforming fun first milestones should be hard, getting water, minimum temp etc. But then it should gain momentum and be easier, not the other way around. First steps should be challenging.
And second is that there are no reasons to research terraforming until you researched everything else, with the exception of waste rock utilisation. In all my games I saw no practical use for researching terraforming early and mid- game, because it literally have no use. I will not get any benefits from starting terraforming early on, except that I will spend less time because it will work on the background.
I tested it in one of my session, starting heat and atmo early - and by late game I still had negligable terraforming and main progress have been made by rocket missions.
The game and terraforming mechanics needs a serious balancing, if not complete overhaul.
Growing vegetation is, with 0.01% increase you will acieve more with one rocket launched than with tons of forestation plants. They cannot be boosted as a building, they only tech that boosts vegetation is just makes it 0.04...and it completely stops at 40% Vegetation. You can have 666 of them it just won't do anything. Vegetation is upside down in Surviving Mars - instead of spreading faster, it slows to a halt.
You will get more from one rocket mission than from dozen of large lakes. The only significant gain comes with athmosphere from carbonite processors. Other buildings gain you 0.15 at best. It is literally not cost effective to build any of said buildings as you can just launch and launch rockets...which could not fly faster. So you launch a batch of rockets, then Alt+Tab and get back when their mission is completed. Then you repeat the, process. It is interesting for the first time - when you do it for the fifth time it gets boring. And you need hundreds of launches for total terraforming.
3. Buildings and overpopulation.
We have no 3-tile building for gambling, gaming. And later on it is common to turn off upgrades that reduce working slots due to rampart overpopulation.
Fusion Reactor - the last thing you will need is a worker dependant power source. But it have its use late-game - to provide work space outside the dome. I place several of those to create a lot of work spaces.
But the problem is that late game you are encouraged to CANCEL or TURN OFF building upgrades to solve employmint problem.
Think of it, it's the game about future and everything moves towards miniaturisation and automation...and then the game encourages you to make buildings with lots of workspaces and less automation. We even have Workshops, that produce NOTHING and only serve to make colonists busy.
This design approach is counter-productive IMO.
There are many other issues but I think it's a start
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