Technical support > Feature Requests
I want to fix the quirky economy
LordHavoc:
I have now committed my economy changes to UFO AI trunk (internal development version, not 2.0) as well as many weapon changes
At this time I kept the buy/sell prices at 1xl, this is because the menu interface is somewhat poor for a proper market (in which shipping takes time like in the original game, and orders can be modified as much as you like before actually placing the purchase/sell orders), so buy/sell have to be the same price currently.
Additionally autosell was kept because the 'floor grid' base inventory in the soldier equipment screen can not show vast amounts of items and they tend to accumulate without autosell.
Additionally production costs half the normal price (rather than using a 2x buy/sell price) for reasons of easier maintenance of the .ufo files (seeing the same prices ingame as in the data files is nicer than not).
I still believe in the higher buy than sell price, shipping times, and autokeep behaviors, but at this time they detract from the game, so when additional interface features are implemented these changes can be made.
Czert:
Hmmm, include economy changes fluctuating of word market ? I mean more/less weapons avaivable at start of each day (and not only after mission) with developed items will be in WM after certain time ?
vadim:
--- Quote from: "LordHavoc" ---
Manufacturing prices for conventional technology should be higher than purchasing mass-produced items on the global market, however in XCom you could not even make items that you could buy, this made more sense.
--- End quote ---
Makes a lot of sense
--- Quote from: "LordHavoc" ---
However it is probable that ALL your equipment is custom designed for the purpose of defense against aliens, and is of no interest on the global market, so all of it would be special ordered from military contractors and thus very expensive (but still less than it would cost to make it yourself).
--- End quote ---
Now this is plain weird. Let's see, the Earth is getting invaded by aliens, and they walk in plain sight killing farmers. I bet that in such a situation there would be *lots* of people willing to buy fancy guns even at insane prices, and if that goes to the organization that fights the aliens then even better!
In fact, I'd go a bit further. If you sell your fancy weaponry, make a chance of finding a civilian using one of them. One thing that was a bit weird about X-Com was that it was very strange that only one organization ever fought the aliens. Where are the farmers with shotguns? The NRA members?
Then there's the coolness factor. I'd *so* buy a laser rifle if I could afford one, even if the only thing I did with it was carving my name into a rock.
--- Quote from: "LordHavoc" ---
This explains why you can make a profit by selling technology that you are the only producer of on the entire global market!
--- End quote ---
This is also weird. If you're the only producer of something so incredibly cool as a plasma rifle, it wouldn't be hard to make a profit selling it to all the gun freaks out there.
If we had a real alien invasion, I bet you could find plenty people who'd go out and try to hunt an alien just for the sake of a trophy and whatever stuff they happened to carry. It would sell for insane prices, not to mention that a sectoid head would make a very impressive living room decoration.
jhcook1999:
I think that the auto-selling feature should be removed as well. In the original game, you could have massive amounts of junk laying around, I think I once had like over 100 units in my storage room, but only 50 units max. Realisticly, you can just leave stuff on the floor of the storage room thereby making the amount you have go over your limit, also you can have some extra room in other facilities. Say for instance you have a new Living Quarters, but you know you're only going to use up half of it, you could use that as extra space, and since you're limited on the amount of rooms you can have per base, this is a good feature in my opinion.
I also agree fully with the idea that you can make money off of producing goods, it is realistic. How many companies out there sell goods for less than they make it for? If you don't make a profit, you're going to go out of business, and since there is a limit on the amount of workers you can have per base, unlike in the original, you can only make things so fast. I don't really like the limit on workers or scientists though, I liked to research things as quickly as possible in the original. Also I don't see how people don't like the Laser weapons as much as I do, they do great amounts of damage, have decent accuracy and in the original, had unlimited shots, meaning you could sell practically every alien weapon that you got and never had to worry about clips not to mention that I research them first and have lasers before I even see a single floater, but that's a personal preference.
Eboreus:
Hi folks!
I am playing RC5 and was about to suggest the same changes LordHavoc did. I think they are a good idea.
I also would make standard army equipment buyable in unlimited numbers, while at the same time make them non-produceable (or at much higher costs than buying).
Oh and btw: very nice game :)
Eboreus
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