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    1. MLS Week 9: All Matches Discussion

      DC United @ Columbus Montreal @ New England LA Galaxy @ MNUFC San Jose @ Seattle Orlando @ NYCFC Portland Timbers @ Toronto San Jose @ FC Dallas Philadelphia @ Vancouver Colorado @ Atlanta FC...

      DC United @ Columbus
      Montreal @ New England
      LA Galaxy @ MNUFC
      San Jose @ Seattle
      Orlando @ NYCFC
      Portland Timbers @ Toronto
      San Jose @ FC Dallas
      Philadelphia @ Vancouver
      Colorado @ Atlanta
      FC Cincinnati @ NYRB
      Columbus @ Houston
      New England @ Sporting Kansas City
      Chicago @ Montreal
      DC United @ MNUFC
      LAFC @ Seattle
      Real Salt Lake @ LA Galaxy

      6 votes
    2. Option to temporarily hide read posts

      It would be nice to have an optional feature that filters out posts that a) you have read and b) don't have any new unread comments. When a post gets new comments it should reappear. That way we...

      It would be nice to have an optional feature that filters out posts that a) you have read and b) don't have any new unread comments. When a post gets new comments it should reappear. That way we could see more unread content on the page, but still keep long running topics going. Have it not affect search, so people can still find posts for reference.

      11 votes
    3. A method for economic balance in Euro Truck Simulator 2

      In Euro Truck Simulator 2 you start off as a driver with no truck or money, take jobs, save up, get your own truck, buy/upgrade garages, buy more trucks and hire a fleet of drivers to work for...

      In Euro Truck Simulator 2 you start off as a driver with no truck or money, take jobs, save up, get your own truck, buy/upgrade garages, buy more trucks and hire a fleet of drivers to work for you. There is little to spend the money on, other than more garages and more trucks, which means means more employees and more money coming in. Once you get a certain amount of employees it becomes so unbalanced that money becomes pointless.

      There is a config setting `g_income_factor' that affects how much jobs pay. Set it to 0.5 and all jobs pay half as much as they normally do. There are mods that set it to various values to make it more challenging. The problem with setting it to a low value is that it makes the early game too hard. It can take way too long to buy the first couple trucks and start hiring people.

      So my strategy is to change `g_income_factor' as I play. I start out with it as 1 (full income) and every time I buy a new truck I change it. I set it to 0.85^(the number of trucks in my fleet) . That way the more employees I have the less each makes and the less I make from my own driving. It also introduces a trade off to hiring new drivers. Is the new driver going to be worth the reduced income from the rest of my fleet? It reverses the dynamic where in normal play the more employees you have the easier it is to get more to a dynamic where the more you have the harder it becomes to grow.

      5 votes