General > Discussion
Production for profit
Gantoris:
I don't really see PHALANX or XCOM as being mercenaries, there special forces funded by the UN not a group of guns for hire.
I do agree that you should earn a profit on what you produce but on the flip side i dont think its realistic that a government armed force would get its funding by producing and selling weapons so i see why the developers try to make that a non option. I realize armies of the world sell of there surplus equipment sometimes but its is certainly not there primary income. Some system of negotiating deals with governments to supply there armies with certain weapons could be nice but im not sure how it would be implemented.
Edi:
Phalanx is primarily a combat operation, secondarily research and the manufacturing set is tertiary at best. In a real situation, they would not be running manufacturing operations themselves except in a supervisory role. This would leave any possible profit from sales to the outfit that actually does the manufacturing.
Don't believe me? Go take a look at a factory sometime. Doesn't matter what type it is, computer chips, cars, cable reels, weapons or whatever, retooling a production line is not a trivial undertaking. In order to generate profit, most manufacturing is done in bulk, where the production costs per unit are low.
If you have a highly customizable, easily retooled facility that you can configure to produce whatever, there is a downside: It's absolutely going to only be able to produce small unit volume, which is going to drive the manufacturing cost per unit through the roof, because the facility itself and the workers there represent significant fixed costs.
The Phalanx manufacturing facilities are precisely of this type.
keybounce:
--- Quote from: Edi on June 13, 2010, 10:28:09 pm ---If you have a highly customizable, easily retooled facility that you can configure to produce whatever, there is a downside: It's absolutely going to only be able to produce small unit volume, which is going to drive the manufacturing cost per unit through the roof, because the facility itself and the workers there represent significant fixed costs.
The Phalanx manufacturing facilities are precisely of this type.
--- End quote ---
OK, fine. Very high costs.
Still, since we are the only supplier of these things, we can set the price. Might not get a buyer, but there's no reason to set the price low.
===
If we are unable to sell at a higher price, because someone else is making stuff and selling at that price, why can't we buy from them?
If we can't buy at that price, no one else can buy at that price. So, raise the price we sell at.
H-Hour:
I can't speak for the devs, but I suspect this has to do with game design rather than "realism". They probably don't want it to be a build-the-greatest-manufacturing-base kind of game, as X-Com always ends up being.
This is probably something you could easily create a mod for if you wanted. I don't know how the whole market system works, but it looks like weapons have prices specified in the /ufos/weapons_*.ufo files.
mattd1812:
Is the cost of producing something different than the cost of buying and the cost of selling something? I understand that somethings you just can't buy. But what is the benefit of producing something that you can buy. I my mind the cost to make something yourself should be lower than just buying it and the price that you sell it at should be at or above the cost that you produce it at. From a game play perspective I don't see the harm of being able to supplement your income by producing goods, but not to the point where it is your main source of income. You could use something along the supply and demand idea where the more you sell of something the lower the price goes.
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