|
Post by phoenixone on Feb 24, 2020 14:16:44 GMT
There it talks about Retail Trap. It makes sense but we only have Profit per unit displayed in retail stores hence most people still do business depending on it. What I'm suggesting is adding another dynamic value(changes with changing input) displayed in retail stores: Profit per second. Here are 2 images
In the 1st pic we see profit per unit is shown as $0.50 After we lower the price the profit keeps decreasing as shown in 2nd picture. However if the Profit per second was also shown below the Profit per unit, we would see that using the formula Profit/second=Total profit/time in seconds, the profit per second of the 1st pic was $0.0355 while Profit/sec of 2nd pic was $0.0465 This would help mathematically not-gifted people to more easily avoid the retail trap & have more efficient sales.
|
|
|
Post by Not Another Company on Feb 24, 2020 18:51:52 GMT
I think the profit per unit is better suited because the profit per second wouldn't reflect fractions of resources.
|
|
|
Post by AG Forumer Inc. on Feb 24, 2020 19:18:03 GMT
In Sim Companies, when people talk about profit over time, it's usually per hour or per day, so if retail is going to add profit over time, I think profit per hour would make more sense. That being said, I do like the idea of adding profit over time to retail.
|
|
|
Post by phoenixone on Feb 25, 2020 12:21:07 GMT
I think the profit per unit is better suited because the profit per second wouldn't reflect fractions of resources. What do you mean by fractions of resources?
Profit per unit is total profit divided by no. of units & profit per second is total profit divided by time taken. Profit remains same.
Also I'm not suggesting removing profit per unit, just add another value below it to show how much profit we make per unit of time In Sim Companies, when people talk about profit over time, it's usually per hour or per day, so if retail is going to add profit over time, I think profit per hour would make more sense. That being said, I do like the idea of adding profit over time to retail. It's the same, I'm just used to using seconds as unit of time ¯\_(ツ)_/¯
|
|
|
Post by Not Another Company on Feb 25, 2020 14:14:38 GMT
What I mean is, when looking at profit per second (pps) vs profit per unit (ppu) your not going to be paying attention to your multiples needed when producing, when you're producing a resource that needs a fraction such as 0.5 power. I might be wrong, who knows :-| I think the profit per unit is better suited because the profit per second wouldn't reflect fractions of resources. What do you mean by fractions of resources?
Profit per unit is total profit divided by no. of units & profit per second is total profit divided by time taken. Profit remains same.
Also I'm not suggesting removing profit per unit, just add another value below it to show how much profit we make per unit of time
|
|
|
Post by phoenixone on Feb 26, 2020 13:50:18 GMT
What I mean is, when looking at profit per second (pps) vs profit per unit (ppu) your not going to be paying attention to your multiples needed when producing, when you're producing a resource that needs a fraction such as 0.5 power. I might be wrong, who knows :-| What do you mean by fractions of resources?
Profit per unit is total profit divided by no. of units & profit per second is total profit divided by time taken. Profit remains same.
Also I'm not suggesting removing profit per unit, just add another value below it to show how much profit we make per unit of time
I'm talking about retail not production. ppu is not there in production buildings & neither will pps be there. You buy stuff & sell it in your stores & in the time you spent you want to make the most profit possible & the way to do it is maximize the profit you make every hour, every second. That's the use of pps
|
|
|
Post by semperfi on Mar 22, 2020 16:44:03 GMT
I'm all in on Electronics retail. Profit per hour makes better sense as that is how I set my sales runs. I try to sync that up to times I know I will be available to log in. In fact, I use a spreadsheet to help with this.
If it were me, I'd rather we have one page where I have a list of my sellable products as rows and all my stores as columns, and can set the price on each product, and then select "open" stores to assign them to and quantity. Profit per hour can be at the bottom of the store column, along with hours to complete and calculated time of completion. (If one wants to be super micro management on it, perhaps a toggle switch to go between hours, minutes, and seconds on the profit calculation.)
This would **Greatly** simplify workflow.
Right now I have to click on each store and enter values individually. Then have to deal with the occasional anomaly where there is a price blip on the market that causes sales rate and contribution margin (revenue less wages) to drop significantly, between clicks from one building to the next.
The administration aspect takes away from the gameplay, as it should be more about strategy, discovery, negotiation and relationships.
Edit:
To add one more thing, on that screen, it would be just that much better if I can specify a completion time for the sales run, and it fills in the amount. Maybe this would need to be a toggle for each column, as some quantities might be too short to meet a specific completion time.
|
|