RTStrategy or RTTactics ?
I wonder if the current state of this game might miss a large percentage of its target audience. As a former RTS gaming site staff member and tournament chess player, I have a few thoughts to share about strategy in Offworld. Strategy (IMO) can loosely be defined as the deeper thought processes that affect meta-game and long-term considerations. Tactics are those short-term reactions to immediate stimulus that tend to favor automatic (twitch) responses. What sort of RTS player favors economic development (Offworld's premise) over twitch combat? I suspect it tends to be those who like planning, build order min/maxing, etc. Some concerns / suggestions:
Random events
The current state of random events in Offworld can add a lot of fun, but can be exasperating to those who enjoy strategic planning. Events such as solar flares or dust storms, which penalize a player for choosing or not choosing a certain type of resource ruin the joy of strategic planning. Also, there is not enough time to make any strategical decisions to cope with or take advantage of upcoming market fluctuations.
- Suggestion: Create a "forecast" box which includes things such as anticipated upcoming weather and more advanced warning of random market shortages/surpluses to allow people to strategically plan their development.
Economic debt
The current model allows people who ignore many resources to win games simply by being the fastest to upgrade their HQ. There is very little strategic depth here when the most viable strategy is to ignore most of your economy. It seems fine for debt-diving to be a calculated chance a player might take, but there should be more associated risk (as in the real world).
- Suggestion: Increase the interest penalties for moderate to high debt. Alternatively, reduce the stock value increase that one receive for quickly upgrading the HQ.
Micro-Management
I spend half my time looking for buildings that are not profitable and clicking them on/off based on short-term (tactical) needs. I would much rather be spending that time observing my opponents, planning for their moves and long-term (strategical) game decisions such as when to build engineering vs. offworld. This problem is compounded upon acquiring another colony. A player who didn't buyout someone's stock can win by waiting for you to start losing money on newly acquired tiles.
- Suggestion: Reduce the micro with a 3 state toggle option that automatically turns off production and turns them back on for you
- keep all buildings running regardless of profits
- turn off buildings not making a resource profit (output resources - input resources)
- turn off buildings not making a profit after subtracting power costs
Random Resources
It is simply impossible to play the game competitively without a decent starting amount of iron or carbon. Since the critical starting resource can sometimes be abundant and other times be incredibly scarce, the initial gamble of when/where to place a colony dominates the likely outcome of the game. This kills all strategic planning since the only way to win on some maps is the tactic of founding one second before your opponent has explored enough to be confident there is a shortage.
- Suggestion: Make the distribution of core resources (iron/carbon) much more uniform on all maps.
Game length
Games that persist through the decades (or centuries as in chess) tend to reward long-term thinking. The RTS games that lasted the longest (and made the most profits) were enjoyable beyond figuring out the basic twitch-response mechanics. Games like AOE lasted forever (and were highly profitable for developers) because they offered strategic depth that kept people coming back for expansions.
- Suggestion: Why not aim for a 30-60 minute game length such as in AOE.