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Post by TreeCo on Dec 1, 2022 0:36:06 GMT
I really like this idea of ββa maritime sector to be combined with restaurants and shops, then it can be very useful for relaunching the bonding market, which is currently only useful for tables, and also for the glass sector which also does not have many outlets. , the only thing is that in my opinion it would be much easier for developers to concentrate productions in 3 or 4 buildings in all retail and include new productions in existing buildings, but as a great idea. Thanks for the comment! It would definitely be easier to add some of these products to currently existing buildings. However, I think that having different production sources would be better for an industry of this scale, as many of the newer products would logically fit into their own building categories. This would also add even more variety with the different map possibilities, and limit the amount that players could juggle different industries at once; which would be a plus, since it would require a greater investment in terms of building slots and upgrades, for equally high returns.
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Post by reminist on Mar 30, 2023 23:49:17 GMT
Great
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Post by patrik on Apr 3, 2023 8:30:09 GMT
Hi TreeCo, thanks for putting this together. I have to say this is the most well thought and best written up industry proposal we got so far. The ships, seem to most suggested new industry idea, so I think this aims perfectly. Regarding mechanics: - I like the level in witch it is incorporated to our current resources and pipelines. The silver from the water is a nice touch - The specific number of inputs for each resource I can tweak on my side, I have tools for that. The estimates you put in are perfect! - Retail: On first read I saw 2 issues: It seems to be too profitable; Some of the mechanics require queuing, this is a technical issue. We have problems with rockets not launching, or restaurants not reopening that we cannot address in principle. I do not want to add another mechanic that relies on action happening when user is not online. - Research: On first glance there seem to be 2 buildings doing the same. This is generally not a good game mechanic, as one of them is usually better, and the other is a trap - doesn't add variety, adds a trap. (It's possible I did not get something and each of them has it's place ... clarification would be great) In general, how this fits into our pipeline: We cannot add more resources, until we address navigation in the exchange and encyclopedia - it's already impossible to scroll thru 100+ resources. We cannot add 36 more right now. I also think that building auction and future contracts should come first, as they are faster to implement and already promised. So, it's not likely something of this scope can be started to be worked on in the next 3-4 months. And I am sorry, I wish we could add it sooner. I also do not think working out this industry in too much detail has value until we are close to implementation. So I may not comment in this thread further, until we are in different position without our dev pipeline.
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Post by TreeCo on Jun 28, 2023 17:10:52 GMT
Thanks Patrik!
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Post by houssemtn on Jun 29, 2023 19:22:30 GMT
I like the idea of a ship that can come with competitive order like 3m planks. Like sending a ship for prospecting (spend wages + petrol or whatever) and come with an order That can be challenging also we can need trucks and transport units to deliver goods to the ship. also it will be a limited time order if you accept and you don't do it in time you get a penalty like you lose money Like security disposal or you can have a rating, more rate you have better chances to get more orders. orders could be 2 weeks long so it's challenging to source goods from market. good point that all industry goods could be sold. bad point is we can have shortage of goods is exchange. for this since we have 2 realms we can import goods from the other realm without knowing the player since ship is prospecting in a random way. so prices in realms will impact the market and we can add taxes since it's import/export with long term contract we can do a relationship with the supplier . after some time the ships become unusable and should be scraped (recycling it will stop the activity of the building producing the ships for a period ) and it will produce scrap that can be used in factory or whatever to produce a lower -2. I just shared my thoughts, still a complex industry that need alot of technical work but it will make sense if we can have a relation between realms (which I think it's not desired) but I remarked During Q&A that there is nothing as advantage for old players to switch to new realm if both are not connected. I think Providing a new very long and complex industry for late game is something but also I think we need to give more risky chances to lose money if you accept an order with certain amount for a limited time and economy phase changes. also shipping frequency shouldn't be important. also we can add some weather variant like eco phase (storm , ..., ..) three windy days ==> no ship movements...
Just shared some ideas, but also mind new and small companies for fishing .. fish can be added as ingredient to food industry ...
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Post by Sir Flamealot on Oct 16, 2023 16:42:16 GMT
Hopefully this gets added soonβ¦
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Post by Sir Flamealot on Oct 24, 2023 12:37:48 GMT
It appears a new industry is in the works. It is yet to be seen exactly how close to this draft we will get, but a new industry will please a lot of players and maybe inspire some gangstas to come back
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Post by TreeCo on Dec 19, 2023 0:25:07 GMT
It appears a new industry is in the works. It is yet to be seen exactly how close to this draft we will get, but a new industry will please a lot of players and maybe inspire some gangstas to come back That's great to hear
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Post by TreeCo on Dec 19, 2023 0:46:58 GMT
Hi TreeCo , thanks for putting this together. I have to say this is the most well thought and best written up industry proposal we got so far. The ships, seem to most suggested new industry idea, so I think this aims perfectly. Regarding mechanics: - I like the level in witch it is incorporated to our current resources and pipelines. The silver from the water is a nice touch - The specific number of inputs for each resource I can tweak on my side, I have tools for that. The estimates you put in are perfect! - Retail: On first read I saw 2 issues: It seems to be too profitable; Some of the mechanics require queuing, this is a technical issue. We have problems with rockets not launching, or restaurants not reopening that we cannot address in principle. I do not want to add another mechanic that relies on action happening when user is not online. - Research: On first glance there seem to be 2 buildings doing the same. This is generally not a good game mechanic, as one of them is usually better, and the other is a trap - doesn't add variety, adds a trap. (It's possible I did not get something and each of them has it's place ... clarification would be great) In general, how this fits into our pipeline: We cannot add more resources, until we address navigation in the exchange and encyclopedia - it's already impossible to scroll thru 100+ resources. We cannot add 36 more right now. I also think that building auction and future contracts should come first, as they are faster to implement and already promised. So, it's not likely something of this scope can be started to be worked on in the next 3-4 months. And I am sorry, I wish we could add it sooner. I also do not think working out this industry in too much detail has value until we are close to implementation. So I may not comment in this thread further, until we are in different position without our dev pipeline. patrik My apologies, I forgot to address the research issue. This plan proposes a two-step research process, in which the first step is acquiring fish and whales. This can be done through the buildings that produce fish and whales (Lagoon and Dock, respectively) through various inputs. The second step would be using these products as in input in the Aquatic Lab, which would output Aquatic Research at different rates, depending on whether the input was fish or whales. Having two different inputs for the production of research can understandably get complicated. The idea was initially to gear the fish towards smaller companies, as it would be cheaper to produce, and have the Dock be a larger investment for bigger companies that wanted to produce research in bulk. This would present the option of producing research, balancing cost and efficiency for larger and smaller companies.
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Post by Sir Flamealot on Dec 29, 2023 15:57:58 GMT
Ya, hopefully⦠I would love to go into the industry when I reset
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fg
Forester
Posts: 9
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Post by fg on Jan 15, 2024 4:24:44 GMT
Using Ship's To Import and export products and Raw materials from E Relam to M Relam and M Relam to E Relam or Else We Export our Sim Finished products (Car, Phones etc )to other Country or Import raw materials (like Gold ore,iron ore, Minerals etc..)form Other Country's.
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