General > Discussion
Production time or cost normalization
Imposeren:
Now cost/pr.time is different for different items so items with same cost can have different production time. And that proportion does not follow any rule, and it's hard to understand what items is good for selling-production. How about balancing this in some way?
Example rule for production time:
Time = 4*Cost^(0.7)
This will balance production process but will afect realism a little. But this makes producing cheap items more resonable for use.
And makes sense in long-time producing for selling
(More time leads to better cost/time rate, but items with same cost take same time to produce)
so times for production will look like this:
ItemCostNew TimeOld TimeTime/CostAssault rifle magazine35c48h300h0.73Sniper rifle magazine42c54h300h0.78Assault Rifle1050c521h2250h2.02Grenade launcher1225c580h3000h2.11Shiva rotary cannon6000c1765h2500h3.40AA51 missile launcher25000c4793h5000h5.22(Time mentioned for 2 workers)
Hertzila:
The higher-ups have stated that there will not be production for selling.
Imposeren:
Realy? But now it works and I can produce and sell something and I will even have profit.
It's sad if your words are true.
Winter:
Production for sale is not realistic. It was a balance issue in X-COM that people have exploited to offset gameplay difficulty, and have come to rely on far too much. There is no way a small hi-tech worskhop with highly-trained staff and adaptable machinery could ever turn a profit on manufacturing, between running costs, maintenance and salaries, and when it comes time to balancing we'll make UFO:AI reflect that reality.
Regards,
Winter
geever:
@Imposeren, your suggestion is (would be) a regression. Costs and produce times are scripted which gives us better control on them. It would be a shame if production times depended on their cost and far far from being realistic.
-geever
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