Find User here you can look for a user

Fundamental gameplay improvement for Zolargs

4y
#1
Dear Bast,

I would like to suggest the 3 main aspects of Zolarg gameplay that I feel is sorely limiting for the players, and I really hope that they can be addressed in near future. They are :

A. Trade/gift cap
These are the current maximum trade/gift resource caps for the 3 races :
- Humans : 1bil (with Star Port)
- Alpha Dracos : 500mil (with Chamber of Kings)
- Zolargs : 1 mil (with Unholy Command)

A trade/gift cap of only 1 million resource is extremely lacking when compared to the other 2 races. My suggestion is to have the trade cap be equalized to human's 1bil cap. This will significantly help both new players starting out new Zolarg colonies to post trades in the market and send traded goods to other colonies, as well as encourage existing older players to make Zolarg colonies and grow them all the way to endgame instead of leaving them as forgotten side project colonies.


B. Storage
The upgraded Zolarg storage warehouse, the Unholy Pit of Stuff, stores a mere 15k of resources (plus 20k of regolith and ore). This is a very lacking storage capacity, and a player has to build maps upon maps upon maps of storage just to cope with the material storage in order to support expansion in region maps, as 1 full medium map of UPS stores a mere 37.5 mil of resources.


C. Power
The best Zolarg power plant, the Unholy Power Spire, produces a mere 350 power per building. Yes, many Zolarg buildings use little power or even none, but we also have buildings such as Unholy Uranium Generator (1200 power required), as well as Quantum Sugar Cloner, Relic Cauldron, etc (I am not even going to mention Scheepswerf).

Each Unholy Uranium Generator requires more than 3 UPSs to operate which is an excessive ratio. The humans' best power plant can support almost 23 of Trans Tri Gens which is humans' production building which requires highest power amongst other production buildings.

To keep the same ratio as humans above, I suggest to have a zolarg power plant upgrade which produces 10k-25k power (numbers can be balanced accordingly depending on fuel needed). Zolarg is supposed to be the most efficient Uranium producer per tile, but with the current power requirement, even Humans will produce Uranium more efficiently per tile of space needed.


I and many Zolarg players are really happy that you are starting to take a look at our resource generation variety and options, as evidenced by the upcoming buildings next patch. We have a long way to catch up with Humans after all. However, I feel that these 3 aspects need a higher priority attention for Zolarg gameplay improvement, and afterwards then we can add more features for Zolarg resource generation gameplay.

Thank you beforehand.

4y
#2
Me me me!!! I support this full support. Please add these!!!
Archmage Of Nations Of Oz[NOZ]
Invincible
Join The NOZ discord server today!!
https://discord.gg/aFUB4NU
4y
#3
+1
That’s why I (was asked to) posted some posts about insectnoid stuff before.
Here they are. Hope these ideas are helpful.
https://www.ape-apps.com/viewpage.php?p=33475
https://www.ape-apps.com/viewpage.php?p=33466
https://www.ape-apps.com/viewpage.php?p=33239
https://www.ape-apps.com/viewpage.php?p=33211
You can help by EXPANDING IT.
My Colony





Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
App of the Day