General > Discussion
Production for profit
Duke:
Being able to *guess* how the program works/should work is the important part of coding.
Learning how to write that down in C/C++/whatever is the easy part.
So watch yourself if this was just a one-day-strike-by-genius or if it happens more often...
And Yes, we're rather offtopic. Bear with me...
Senteth:
Entirely aside from fluff reasons, from a gameplay standpoint I think that manufacturing items should at least be a competitive alternative to buying items off the market. As it is, manufacturing facilities are really only good for disassembling UFOs and producing new equipment that hasn't made it to the market yet. There is -never- any reason or incentive to manufacture anything else with them. You don't need to make them become cash cows or alternative income sources- just lower the production costs to be equal to the price you can sell an item for. That way you make a net zero from selling manufactured goods, yet also have an incentive to actually produce them in the first place.
Thrashard96:
"Don't buy chinese weapons, they'll break easily!!!" :D
Duke:
--- Quote from: Senteth on September 20, 2010, 02:46:17 am ---....just lower the production costs to be equal to the price you can sell an item for. That way you make a net zero from selling manufactured goods, yet also have an incentive to actually produce them in the first place.
--- End quote ---
That concept sounds *very* good to me.
BTAxis ??
Fritz:
At the begining of the game i missed this facility of quick profit like the Laserguns in X-Com wth 150% benefit. But after a few months (in the game) i'm rich enough to buy or build anything i want to do. And now i like this "Same-Price-for-all"-Market. It make it very quick to send ammunition, weapons and other useful hardware from one base to another over the buy/sell function.
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