General > Discussion
Production Vs Purchasing
Czert:
Dear Dirk, you have right, but only if you build from begining (you developing prototype or something similiar), but if you producing aleady mass produced item, then you can (at certain situation) produce cheper. You can look at today word - licencing of technologies (cars, weapons, planes...etc),you can build/develop it at any place in the word, but Chinese will be always cheapest.
Simmiliar is to producing of weapons ande others items in ufo, you produce developed items under licence (hmm, mayby it will need add licence buy cost -one time - to game to be able to produce desired item).
Yours 1-3 can be count for "home" based items e.q new types of weapons.
And first masive cost to start up production is in building/buin of workshop. If you have CNC it is only mater of time and paying of few workers (new programs) to shift from one type of item to new item type.
Monteaup:
Don't like the high production costs as well. There is no motivation to use the workers.
I have to pay the workers, for the facilities and the running costs plus the price for production (shoude be the resources and nothing more) which is 10x higher then on the market?!
If you produce 2 items/month and pay for the production 1/10th of the market price. Even then the price is at all higher then on the market. And thats ok... The Player has to decide how many workers/facilities he needs.
I hope its a bug not a feature ;)
Zenerka:
The production cost is a bit lowered in 2.1, but beware - one gains less credits as well, because newly gathered stuff is not going to be autosell right now, but collected for research purpose. All that will be available in upcoming 2.1 release.
Baron Crass:
I would imagine they made it cheaper to purchase, rather than produce, to eliminate the ability from Xcom to consistently beef up yout bank account by producing any type of the laser weapons, and selling them for around a 2 to 1 profit margin.
however, things are SO expensive to produce now, I question why I even have Engineers, or Workshops on my bases.
murx:
Agreed massproduction is cheaper - but then a)not everything is massproduced (esp. high precision and/or quality products are handassembled) and b)mass products often have a lower quality (quality control has its limits).
So to give players incentive, or even the need to produce some equipment items could have both:
A quality value - for instance giving a bonus/malus on malfunction/aiming etc from +10% to -10%
Yes, this should even (or especially?) include ammunition!
A complexity value - from 1 - 20; the less complex an item is the cheaper will massproduction/free market be.
Nations could have 'complexity' too for example a good standing with industrialized nations (high complex value) would allow for cheaper aquiration of complex items.
Also some items could be so complex that only the player can produce them (either by some global maximal comlexity the free market can achieve or for instance, if the 'highest complexity' nation gets subervsed by aliens the free market only will offer products up to the second highest nation.
At last complexity could also be used as part of a function to determine the production time in the players facilities needed and also the amount of those items on the free market.
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