project-navigation
Personal tools

Author Topic: RC4: Production - prices  (Read 3788 times)

HaJo

  • Guest
RC4: Production - prices
« on: July 30, 2006, 12:34:47 pm »
RC4 has added a new "Production"-button,
which leads to a kind of alternate buy-screen.

But prices for common items are very high,
eg. Kevlar-vest costs 14000 (normal price 1400).

Offline Bandobras

  • Captain
  • *****
  • Posts: 586
    • View Profile
RC4: Production - prices
« Reply #1 on: July 30, 2006, 12:54:40 pm »
This is intended. The difference is that you can produce anything in any quantities. And that you have to wait until production is complete (is it implemetned already?). The difference will be especially pronounced when alien ammo, etc. will be available only for production, not for normal buing (currently not implemented)...

But you are right, productions seem a bit too much like a black market. Any ideas to spice it? I like it better, anyway, than all this meaningless mess with hiring engeneers, collecting and using up natural resources, etc.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
RC4: Production - prices
« Reply #2 on: July 30, 2006, 02:43:39 pm »
it's intended that the production price is so high - about the factor 10 bigger than buy price - maybe the prices will be dynamic later - so that the market makes the price.

Production time is implemented - but not activated in the ufo script files. producetime is the flag that needs to be set for the technolgies

Offline Bandobras

  • Captain
  • *****
  • Posts: 586
    • View Profile
RC4: Production - prices
« Reply #3 on: July 30, 2006, 09:01:37 pm »
Great! Any volunteer? I guess you may start by making production time equal to price/1000 days. Then think about some interesting strategically exceptions based on wiki descriptions of the weapon (and change wiki description in the process). E.g. make plasma ammo very long to produce because ... (which may be a very bad or a very good game-balance idea; you have to decide).

HaJo

  • Guest
RC4: Production - prices
« Reply #4 on: August 11, 2006, 02:42:58 pm »
Quote from: "Mattn"
it's intended that the production price is so high

I think it would be more reasonable to limit the production to alien and
newly researched items, aircraft-shields etc.

Basic human items like old-fashioned weapons etc. should be available
in big enough quantities on the market.

How about filling up the amount of offered items on the market
each month with a certain amount, say half the initial market,
or half the number of items bought in the last 2 month ?

And the player will need some more than offered on the current market,
just to outfit the soldiers in base#2 .. base#8.

HaJo

  • Guest
RC4: Production - prices
« Reply #5 on: September 18, 2006, 02:04:27 am »
No change to production and prices in SVN-3530.

I still say production of old human-tech items should be at prices
below market-price.

When you factor in the cost of the workshop and the salary of the engineers,
plus the production-time, it will come out too high to make it a source of income...

kirkwood

  • Guest
RC4: Production - prices
« Reply #6 on: September 18, 2006, 03:38:19 am »
Maybe production price should be related to how far you are along in research.  In this way, the higher your research, the lower the production cost?