Actually, any campaign, including elite, thunderstorm or OPEC, can be passed by maxing out your flak, armor+heal and winged bombs (plus other air raids if needed). Also, commander level 24 is not a cap, the score for next level exists but is not displayed. (Probably it was a cap earlier, but things have been changed.)
if cards are to be bought, then not by gold but by dust, say 5 dust common, 40 dust rare, 100-200 epic and 1000-2000 legendary. But with Synapticon's monetizing attitude epics/legends will only be available to buy with crystals/kreds.
Also the rate at which you gain dust over time is horrendous. Provided you employ your energy at its fullest, you gain 5 gold per energy point spent (and a common card for 4 battles, that's worth 1 dust), 100 gold are turned into 1 dust most of the time, and 2 dust on average. So, 5000 minutes (!!!) of waiting are worth 5 dust if you win your PvE battles, and 1 dust if you lose. Bounties are pretty capped by power level of your opponents, but they provide a 15m into 3 gold worst case time/gold conversion, which is about thrice better than energy/gold rate. So, another 3 dust per 5000m worst case, 15 dust best case. Great. So in three days I'd be able to afford a maxed dual common. ONE.
This game is not a CCG, it's a CUG (card upgrading game). In CCG you acquire a card and you plain don't need to do anything with that card anymore but put in a deck, play and have immediate profits. Here you first get the card (and it's nearly impossible to get a quad legend anyway, and almost impossible to get a *certain* legend - you'll get some random ones but nothing of certainty), then you upgrade, upgrade, upgrade, grind for more upgrading, and only past a certain level does that card bring you profits. Also being 2 days into the game I seem to have hit F2P cap, that is, some of the battles require luck to draw that OP card (one out of 15) in your first turn to have a *chance* to win that battle, and cost 4 or more energy, and bounties seem to be as loaded with power cards as do PvE enemies.
LOL, if you worship Chryzanthema, you can attack a town with most population, get their citizens into rapture then retreat not losing a single soldier - because you don't have a single one! You just arrive, BOO em and leave without actual fight. Just got me 800 drafted soldiers this way for nearly free (anyway I have them charges ready).
This game does not give an incentive to go deeper, as does IB1. The best queue is the fastest one, but the colors of those bars screw my eyes when they all flash incoherently at 2.0 per second or faster, so the only way for me to play is to stuff all of the productions to 5.0 and leave it be. Maybe let people choose when they don't want to see them filling up rapidly past a certain point or at all? At least I recall there was a "hide crit flashes" knob in IB1, why not to make one here? 3/5 so far and I frankly like IB2 more, at least there's always something to do beyond waiting for days to advance.
1. WTF with the flask reward quests? Can I just turn them out? I don't want to drop 2h+ of active play for three "decent flasks of efficiency"! 2. 49 freaking quests to open the enchanter, then a boost of x500, then boring drag again - kinda counter-addictive. 2. What's with the druid's potions? He's kinda completely useless except as a title bearer, with potions granting 33s unless he crits, then we're speaking about something, and anyway the enchanter steals all the resources and production power to himself. 4. Do I have to first unlock every title before getting one of them rank 2? If so, and there is an order of titles, this sucks.
Also, the production statistics window needs "resources required to build" stat, which is 0 for ores (you mine them, not transform), 1 for enchantment, and the appropriate value for smelting and forging.
When using the list of available items/ores/bars, maybe allow the user to press shift or control to change the display area to display stats on the item being hovered instead of needing to select it first? Could help greatly with metagaming. PS: how come I've disregarded this version back there? :D
The game looks like a glorified MegaDrill. This is no Motherload, as Motherload requires you to go back upwards, but it's like MegaDrill, you drill, crumple up, rinse and repeat. And this game is more addictive than MegaDrill. 4/5, sadly it's prone to lags on slower PCs and red environment/lava.
@zanezacher Place a heat inlet near it, so that heat from extreme capacitor would go to the reactor. Use plating so not to overheat the reactor base, and adequate heat outlet system to take heat out of the reactor and vent away. Use cross pattern 4 capacitors one heat inlet for maximum effectiveness. This also has a side effect to provide constant heat level for Forceful Fission upgrade to do something.
@RobertR108 The capacitor just has too much capacity to sell more than 95% of your total power that's being sold per tick. It has 140x the capacity of ultimate capacitor, therefore if you have one ultimate cap and one extreme cap, the extreme cap sells more than 99% of energy being sold. Just be prepared for that next time. Capacitors sell power proportionate to their capacity, with reactor itself counted as a separate capacitor. I've got 17 extremes and 79 ultimates, and extremes total sell 96.77% of all energy.
Extreme capacitor is needed to generate heat and progress towards exotic particles. These are awarded for money and heat, whichever is LESS, so with your setup of $1qi/tick and 20qa/tick heat you are basically gaining 20qa/tick to exotic particles. If you'd rework your system to generate 200qa/t power and 110qa/t heat you will gather exotic particles 5x faster. Also use heat inlets to draw heat off capacitors, you don't get EP for heat stored in vortex coolant cells, only for dissipated via vents.
A major bug detected: Upgrades that spell plating and vents/heat exchangers do not apply. Just tested by adding/removing a couple of plating items out of a reactor and recording the numbers. The difference should exist. Upgrades for capacitors do work properly, so if you're in trouble, add capacitors and not plating. (If you use extreme capacitors, add plating too, or you'll gonna blow)
@joeblelol This isn't as effective, as you need to carefully balance heat, and it might not be possible to do a 1-heat balance. But there's another tool to do this - Extreme Capacitor. These bad batteries leak 50% of what's sold by Power Lines, and this heat is able to be pumped via inlets to the reactor, then you just build a outlet+vent system and leave it running without any excess fine-tuning. Still, you should check if you would be able to dissipate more heat for another cell, or face a BOOM if your new cell made your batteries produce too much heat.
@Shadeslayer999 Just tested, and have found out that you plain don't need special cooling systems to your main power producing cells, just have one generate heat to the inlet via exchanger, and all others to sit between neutron reflectors to raise their own power, and heat outlets and vents as demanded by total heat generation. This does both increase reactor heat, increase power on a per-cell basis and provide long-term stability. I use cooling system of heat outlet+vents without exchangers, apparently this provides best cooling per space used, and you need space for capacitors.