4 ms·
I absolutely love that there is no cost to relocating your constructions other than the time you spend doing it. This means you can iterate, try different desig
by yboris 6y ago
I absolutely love that there is no cost to relocating your constructions other than the time you spend doing it. This means you can iterate, try different designs, and refactor.
No pain akin to many other games' setup where you "sell" a structure for less than for what you "bought" it for.
- MPSimmons 6y agoTotally agree. I bought the game after the 1.0 release and unlearning my hesitancy to do a first janky build took a while, but it was very rewarding once I got used to it.
- vbezhenar 6y agoThere's an implicit cost. Time is a factor for the alien evolution. So if you'll spend too much time relocating your constructions, you might fall behind aliens and will spend lots of resources to defend your base. That'll slow down your research and you'll fall behind more. Actually that's the only thing that I don't like in this game, I wish developers would rebalance the game with 0 time contribution to evolution, as I really love to spend lots of time thinking and rebuilding things and I hate that feeling that I need to move faster. I know that it's easy to change coefficients in the game creation screen, but for some reason I don't like this approach and prefer to play the game with built-in presets (also, I think, achievements are disabled with custom game presets).
- Dylan16807 6y agoIt's really slow, though. If time is a particularly big part of evolution, it means you're barely fighting, so the problem solves itself.
- garaetjjte 6y agoIf some setting makes the game more fun for you.. why not change it? I don't get it. Who cares about achievements.
- Dylan16807 6y agoOnly four achievements care about the settings. And two of those are speedrun achievements. And the only settings that matter are turning on peaceful mode or reducing the number of starting enemy bases.
- nwallin 6y agoThe 100% achievement speedrun involves setting numerous biter related settings to 0, including both the time and pollution evolution factors. I don't remember all the settings which are changed, but it's a substantial list. Biters are not disabled completely, (one of the achievements involve aggroing the biters with pollution) but they're turned down enough such that they do not actually attack the base. To get them to aggro for that one achievement, you have to actually construct stuff inside of one of their cells.
- yboris 6y agoI've been choosing to play without enemies. Makes for a less-frantic, more-relaxed gameplay. Once I get good at building bases fast, I'll try with enemies to see how I like it.