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(+1)

After trying myself on the first version several times (best run until day 111), I had 2 runs in the new version.

The first run was on medium, bonus for relationship > 3, and I forgot about the second one. 80% mission chance feels good, you sometimes have to work for a Captain that does not help you progressing, but having no job at all is very rare. I could focus on sleazy and stern officers, and had to take several days off in midgame due to morale problems. Still, I could earn more money than required each week, and my funds slowly grew up. After having unlocked several majors and the relationship bonus kicked in, my funds suddenly growed very fast, and it was easy to see that I will win the game. Also morale grew up because (a) I worked for the highest ranked officers, thus often working for friendly majors instead of sleazy Captains and (b) I only had to check the highest ranked officers missions, so there is no morale penalty for lewd scenes with the captains. In the endgame, when interest regeneration is increased to 10, I mostly got +10 morale in the evenings, ending up with over 100 morale.

The second run was on hard, bonus for industrial stations and ranks higher than Captain. In the beginning, I was struggling to earn enough money, and failed one payment. Then, the rank bonus kicked in, and it was suddenly easy. Sometimes, two flights earned enough money for the whole week, not to mention the payments in the endgame. Surprisingly, in this game, I never had morale problems. Due to the industrial station bonus, I often preferred a friendly officer with a mission to an Industrial station. Also the 60% mission chance gives you a higher probability of working for a friendly officer.

As others already mentioned the annoying clothing bug, I will share some thoughts about balancing.

- 100% bonus for rank above Captain is way too high, there is no reason for working for a Captain anymore as soon as you have unlocked his Major. It's mostly better to wait one day when a Major has no mission than doing a mission for a Captain to a station without a major. Moreover, even if there are more Captains than Majors, you will maybe perform more missions for Majors and Colonels in one run than for Captains. I would suggest to reduce it to 50% or even to 25%.

- Colonels and the General give you tons of money even without bonus, and often one flight is enough to cover the debt of one week. Reason is that the subordinate bonus includes also the Captains. You should only consider the subordinates.

- High relationship should pay out more, a high relationship Captain should always be a good alternative to a low relationship Major. Otherwise, your relationship level will rarely go above 3 or 4.

- Above level 3, relationship grows too slow. If you do not try to force it, it will be hard to have more than 2 officers on one starport on level 5. Suggestion: from level 3 on, each new level requires 3 missions.

- When interest regeneration goes up to 2, you suddenly get always every evening a maximum morale boost. This seems too much (and too sudden). Maybe change the system that the regeneration is always 1, but the interest drop is capped by e.g. 6. That is, if your interest for the Stardome is 8 and you visit it, the interest will only go down to 2 and not to 0.

But maybe I will be happy with your current system when your new obligations come in ;-)

I hope you get the balancing well. At the moment, the endgame is too easy, and I'm just mindlessly clicking without thinking. In best case, you get it such that you always have tough decisions: should I visit another Captain and maybe get a better job, or is the risk too high that there is some harassement?

(+1)

Sweet, thanks for letting me know! This makes me really happy, because it shows that the bonuses are really encouraging you to change your strategy. :)

I definitely agree about the balancing. One thing that bothers me is that like you said, once you reach the colonel level or general level, you feel like you're just a few steps away from certain victory. I'm happy with where captains and majors are. But the officers higher ranked than that need to tone down a bit.

My first inkling was to remove the subordinate bonus. It seems too powerful at higher ranks. But I also really like what it does, which is rewarding you for continuing to help lower ranked officers. What I could do instead is reduce the multiplier for the rank of the officer, since high ranking officers will get big subordinate bonuses, anyway. Your idea of the subordinate bonus only going down 1 rank is also really good, and I'll keep that in mind. But, I don't want to punish captains for not having clout 2 levels above (but maybe it makes sense, too).

Awesome, I'm glad you said it. I also had this impression, but I wasn't sure if I was just gaming what I already know about the system. If you and others also feel this way about the high ranking officers, then yeah, it's something that needs adjusting.