project-navigation
Personal tools

Author Topic: Production time or cost normalization  (Read 10387 times)

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Production time or cost normalization
« Reply #15 on: September 07, 2009, 10:39:23 am »
I don't see the point of this discussion, sorry, and going a bit offtopic too.

-geever

Offline Vio

  • Rookie
  • ***
  • Posts: 56
    • View Profile
Re: Production time or cost normalization
« Reply #16 on: September 09, 2009, 12:20:47 am »
The way I see it, the point lies in the fact that this way of forcing the "no profit" concept contradicts realism, whether you support it gameplay-wise or not. And that it has to be sold to the players.
You can't go around auctioning off entire UFOs on one hand, then on the other claim that it would be too dangerous to sell a plasma rifle.

I think that, in the end, the combined costs for production (also counting upkeep and salaries) must simply equal or surpass the profit of selling, as was suggested.
« Last Edit: September 09, 2009, 12:24:52 am by Vio »

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Production time or cost normalization
« Reply #17 on: September 13, 2009, 11:01:05 am »
I agree with Vio.
And it actually was like that when I last calculated it backin 2.2.1.

Offline Imposeren

  • Rookie
  • ***
  • Posts: 44
    • View Profile
Re: Production time or cost normalization
« Reply #18 on: September 13, 2009, 01:15:35 pm »
One more proposition:
happiness of countries increases when you give them new techs. But any single tech can be given to one country only once. Another way to increase happiness is to give them alien materials

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Production time or cost normalization
« Reply #19 on: September 13, 2009, 01:59:02 pm »
One more proposition:
happiness of countries increases when you give them new techs. But any single tech can be given to one country only once. Another way to increase happiness is to give them alien materials

Noooooo! why the hell you wanna overcomplicate everything??

-geever

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: Production time or cost normalization
« Reply #20 on: September 13, 2009, 02:43:09 pm »
Noooooo! why the hell you wanna overcomplicate everything??

-geever

I agree - unless anyone making such a proposal is willing to code it themselves, of course.  If not, don't hold your breath waiting for it to happen a number of years down the road for when the game is actually complete and then coders can add extra stuff and polish the game a bit.

Offline Imposeren

  • Rookie
  • ***
  • Posts: 44
    • View Profile
Re: Production time or cost normalization
« Reply #21 on: September 13, 2009, 03:00:11 pm »
So there will not be ANY trade of manufactured items?

Offline Vio

  • Rookie
  • ***
  • Posts: 56
    • View Profile
Re: Production time or cost normalization
« Reply #22 on: September 13, 2009, 03:22:59 pm »
Actually, I prefer the idea of collecting stuff to sell from the aliens' cold dead hands instead of "producing cash".

This will create motivation to do those crash recovery missions, even if the countries are already happy.

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Production time or cost normalization
« Reply #23 on: September 13, 2009, 05:35:37 pm »
So there will not be ANY trade of manufactured items?

You can trade them, but you will always make a loss. That point is set in stone.

Regards,
Winter