General > Discussion
Production for profit
WhiteFang:
Homunculus good point. The way I was looking at it is that you are not really employed
because they gave you free rein on things. Where and how you build, buying/selling/making equipment, etc.
But if you look at it that you are employed then it would make sense you are restrictive on what you can do.
Then make me think that you can be fired too. So it all depends on how you look at it.
homunculus:
--- Quote from: WhiteFang on June 03, 2010, 03:46:18 am ---[...]Then make me think that you can be fired too.[...]
--- End quote ---
afaik the player can be fired in any ufo games i have played (not sure about xcom:apoc, maybe that would be an exception).
anyway, i guess it should be difficult to compete with ordinary above-ground production plants unless phalanx had some high-tech monopoly.
there would need to be some explicit statement about this kind of monopoly in the story (i do not remember any).
keybounce:
--- Quote from: BTAxis on May 29, 2010, 02:14:11 pm ---No, you can't produce anything and sell it for a profit.
--- End quote ---
Alright, what can you produce and sell for more than the cost of the materials, to cover the most of your fixed expenses?
Are the engineers you need to hire, and the workspaces you use, really so expensive that the items produced are just not wanted at that price by anyone? I mean, it's literally technology that's out of this world. No one on this planet has weapons like yours. Gotta be some would-be dictator elected president that wants it, right?
As the seller, you should be able to say "this is what I'll sell for". Maybe the purchase rate won't be very high at that price. I know the normal view is "An infinite number can be sold at this price", but maybe a more complex model would allow a few per month at a higher rate (kinda like how you can recruit a few soldiers per month, etc.).
Edi:
The price system seems to be set so that whenever you sell something, you get 90% or 80% of the full cost of the item, but it always requires full cost of the item to make, so there is NOTHING you can produce for profit.
You should however be able to sell alien weapons that you capture on the battlefield and get enough out of those to cover expenses, since you don't expend any money to acquire them (aside from the missiles to bring the UFOs down).
Brasher:
This is where the economics of the game are lacking in realism. The market price for any of the items is going to be considerably higher than the cost to produce, so it makes absolutely no sense that you don't make any profit. Especially with technology that your own R&D creates, you would patent it and set a hefty price for such advanced and in-demand itmes. As far as "being employed", no, get a clue. It's a mercenary group called Phalanx, not a fist full of Burger King employees. Phalanx is funded by ALL world governments, and not very well considering the services they are providing... to the entire human race. Do research on mercenary groups and private contractors employed by governments. Hell, even pharmaceutical companies... you think the creators of Viagra who were (funded by god knows who & how many) don't reap the fruits of their labor? Most everything is funded by some one, some group, some government, or all of the above, but are still able to benefit from what they are funded to do. Being prior military myself, I have seen the government pay some outrageous prices for items and services that would run you or I a fraction of what they paid for; like a $600 socket set that could have been purchased right off base at Lowes for much less, or $130,000 to have a new sink put in the dorm bathroom by a Redneck and two illegal immigrants. F-16s and B-2 stealth bombers fetch a hefty price, so does the latest and greatest weapons fresh on the market at preasent date. Wtf is Phalanx selling this crap at stock prices for? Is Phalanx offering their services as charity? Yes, and they even feed the homeless on the weekends LMAO. At least give us a tax write-off lol.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version