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Do you use the strategies?


Wjolcz

Do you use them?  

117 members have voted

  1. 1. Do you use them?

    • Yes
      10
    • Rarely/only few of them
      50
    • No
      57


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I only convert science into funds when my tech tree is unlocked. I also used the convert cash to reputation when I played 1.0.5. My SSTO launchers where very cheat to use so I had nearly 50 millions funds.

In general I don't feel the need of strategies. At the beginning you struggle with funds and science and the price to convert is usually out of reach (or of a marginal impact). In late game, every thing doesn't matter any more.

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I'm sorry to bump this but I'm a bit curious about something:

On 17/06/2016 at 8:14 AM, Arsonide said:

I'm considering another balancing mechanism there. One idea is perhaps differentiating records from milestones. Then the strategy could ignore the stream of records, and we could bump the cost down a bit so that people that want to be independent from the start can be without throwing off the early game balance too much.

I'm really starting to be concerned (actually, I'm already unhappy about them) about all those "balancing mechanisms". I'm not a software engineer, but wouldn't it be easier to recreate the career mode from the basics? Right now it feels very convoluted and a bit overwhelming because of all of the tiny "tweaks" and "balance mechanisms".

I'm probably asking here for the reinventing of the wheel, but the current one seems to be square and doesn't allow for much steering (read as: progression flexibility).

And to not sound whiny here's a suggestion: scrap the current strategies and introduce programs instead of splitting the world's firsts into records and milestones. How about a set of programs that progress more or less like this: The [nsert body name here] Exploration Program (first orbit, first landing and all the other world's firsts achievements) -> The [insert body name here] Scientific Program (by activating this the game offers missions that focus on scientific experiments meant to be performed around the body of interest) -> The [insert body name here] Colonization Program (this one asks you to establish permanent bases and stations, bring tourists, mine ore and things like that on the body of interest).

The arrows here represent the progression of programs. Each completed program would unlock another one, but players could always go back to the previous ones (if they had for example only 80% of it completed and wanted to do more).

I guess it's more or less how the Strategia mod does it, but the important thing here is the progression of programs and the things they are focusing on. Also mind that it's a very rough sketch of what, at leas IMO would enhance the career mode.

Please don't make us play with the current strategies. They are useless and tweaking it all the time by introducing even more subsystems is not going to make me play/use it. It would be the same system with different numbers and more modifiers. "More of this and less of that" won't fix something that doesn't work. And that's what we've been getting for the past few updates.

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39 minutes ago, Veeltch said:

I'm sorry to bump this but I'm a bit curious about something:

I'm really starting to be concerned (actually, I'm already unhappy about them) about all those "balancing mechanisms". I'm not a software engineer, but wouldn't it be easier to recreate the career mode from the basics? Right now it feels very convoluted and a bit overwhelming because of all of the tiny "tweaks" and "balance mechanisms".

I'm probably asking here for the reinventing of the wheel, but the current one seems to be square and doesn't allow for much steering (read as: progression flexibility).

And to not sound whiny here's a suggestion: scrap the current strategies and introduce programs instead of splitting the world's firsts into records and milestones. How about a set of programs that progress more or less like this: The [nsert body name here] Exploration Program (first orbit, first landing and all the other world's firsts achievements) -> The [insert body name here] Scientific Program (by activating this the game offers missions that focus on scientific experiments meant to be performed around the body of interest) -> The [insert body name here] Colonization Program (this one asks you to establish permanent bases and stations, bring tourists, mine ore and things like that on the body of interest).

The arrows here represent the progression of programs. Each completed program would unlock another one, but players could always go back to the previous ones (if they had for example only 80% of it completed and wanted to do more).

I guess it's more or less how the Strategia mod does it, but the important thing here is the progression of programs and the things they are focusing on. Also mind that it's a very rough sketch of what, at leas IMO would enhance the career mode.

Please don't make us play with the current strategies. They are useless and tweaking it all the time by introducing even more subsystems is not going to make me play/use it. It would be the same system with different numbers and more modifiers. "More of this and less of that" won't fix something that doesn't work. And that's what we've been getting for the past few updates.

Yeah. Have to agree with this and what others have mentioned in the past. Part of the problem with why I'm not using them much is. Needing to maintain high rep if I want to use any at 100%  seems a bit silly with the other requirements when using the slider as well as not being able use 100% right away. Add in needing to upgrade the complex to use more stratagies as well as the variable rewards ( due to slider limitations on building size ) makes it even moar of a head scratcher.

Think it would help to get Funds and Science into the negitives as well as getting rid of needing rep to use the sliders as well as being able to go 100% on the slider. Another thing that could help. Is having a need to use them. Besides the start once then forget about it stratagies. Strategies should be reflecting what type of contracts we get and can see. Not by rep or which place you have to visit first before getting explore x or fly-by x....  The only thing rep should affect is the pay/challange level of contracts other then the get only once contracts (fly-by x,  explore x moon/planet ones, etc).

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3 hours ago, Veeltch said:

I'm sorry to bump this but I'm a bit curious about something:

I'm really starting to be concerned (actually, I'm already unhappy about them) about all those "balancing mechanisms". I'm not a software engineer, but wouldn't it be easier to recreate the career mode from the basics? Right now it feels very convoluted and a bit overwhelming because of all of the tiny "tweaks" and "balance mechanisms".

The conversation you quoted was more about World First milestones, records, and their relation to Leadership Initiative specifically, than to strategies as a whole. So really we're comparing apples to oranges here. As for how easy it would be to recreate career mode from scratch...no that would not be easy.

Edited by Arsonide
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