missing goo balls

missing goo balls | J | 12/11/2008 - 12:46 | |||
is there some glitch in the game that consumes more goo balls then it should? i ran out of balls so quickly when i tried to do the big triangles method that i thought it was a bug...but then i noticed:
why are there so much fewer strands and nodes in the right 2 towers, that cant be accounted for by the 3 free goos? there is something strange with the game mechanics that manages to make certain joints require more goo than they should... Last modified Thu, 12/11/2008 - 12:54 by J | |||||
Re: missing goo balls | Soultaker | 12/11/2008 - 13:35 | |||
Every node costs a gooball, and gives at most two strands. However, by pulling balls loose again, you can remove some of these strands while the node remains connected; therefore, some gooballs may be tied up and provide less than two (one or even zero) strands to the entire structure. Of course, you can also use goos as single strands only. Last modified Thu, 12/11/2008 - 13:38 by Soultaker | |||||
Re: missing goo balls | J | 12/11/2008 - 13:54 | |||
ah i see. doing the big triangles method forces one to commit many goo balls to single strand construction, so u end up with far lesser strands, but u get longer, stronger strands instead. i left math behind me in high school...haha but there should be some formula to calculate the optimal strand length to goo ball requirement. If someone manages to get this, or find a practical method to get greater strand length without sacrificing single strand balls for it...will pwnz badly. | |||||
Re: missing goo balls | Kamal Hassiba | 12/11/2008 - 15:17 | |||
Oooh |