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Post by jbenterprises on Mar 17, 2020 18:30:31 GMT
A common problem is that sometimes when we upgrade our quality, our client base isn't really fully ready to take on.
At least if we can choose quality produced, we can cater for those in transition or those who want to serve 2 markets.
E.G We can choose to produce q1 over q2 and automatically the game searches for the minimum required materials to produce. I.E if you have q0 materials and q1 materials mixed. it will take the lowest quality material available before moving on to the next.
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Post by lebujian on Mar 17, 2020 19:03:22 GMT
Yea, that is indeed a good point.. +1. Sure, the default should be max Q possible, but we should be able to use up lower quality resources as well, or be choose to ignore low quality resources in warehouse and go for max Q. That decisions can't be done automatically without pissing someone off.
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Post by The Center on Mar 17, 2020 23:22:38 GMT
Yea, that is indeed a good point.. +1. Sure, the default should be max Q possible, but we should be able to use up lower quality resources as well, or be choose to ignore low quality resources in warehouse and go for max Q. That decisions can't be done automatically without pissing someone off. This is already in the game. Lock the qualities you want in the warehouse. The thing you can't do is make q0 after you researched q1. You can however make q1 products if you have researched q2.. just by locked the higher quality input resources. This goes far all qualities above one (q1). Your production building will also show you what quality will be made and give a a warning if its going to use a lower quality item. As you can see I can make q1 petrol even though I have researched q2 petrol.
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Post by crazyplace on May 3, 2020 14:52:50 GMT
Yea, that is indeed a good point.. +1. Sure, the default should be max Q possible, but we should be able to use up lower quality resources as well, or be choose to ignore low quality resources in warehouse and go for max Q. That decisions can't be done automatically without pissing someone off. This is already in the game. Lock the qualities you want in the warehouse. The thing you can't do is make q0 after you researched q1. You can however make q1 products if you have researched q2.. just by locked the higher quality input resources. This goes far all qualities above one (q1). Your production building will also show you what quality will be made and give a a warning if its going to use a lower quality item. As you can see I can make q1 petrol even though I have researched q2 petrol. Good point that it is possible. But I also think we should be able to just select to quality instead of the need to block a certain quality of resources. Because there will be a point that you've also researched the resource production too far to be able to make lower quality products. And as higher quality products cost more to make, you're at an disadvantage, especially when you want to produce for government orders. Even though government orders accept higher quality than requested, the higher production costs make you less competitive while the opposite should be true.
Producing lower quality products should also be more efficient than when you didn't research a higher quality. The efficiency could be lower production costs, faster production, or less resources needed.
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Post by The Center on May 3, 2020 22:26:05 GMT
Because there will be a point that you've also researched the resource production too far to be able to make lower quality products. And as higher quality products cost more to make, you're at an disadvantage, especially when you want to produce for government orders. Even though government orders accept higher quality than requested, the higher production costs make you less competitive while the opposite should be true.
Producing lower quality products should also be more efficient than when you didn't research a higher quality. The efficiency could be lower production costs, faster production, or less resources needed.
This is not what happens. The sourcing costs are what control the unit cost. It doesn't cost anymore wages to produce a higher quality product. I can make a cheaper product with cheaper inputs even though I have researched high quality. As an example: I make displays. If I want to reduce the price.. I just use the cheaper q2 Silicon vs the more expensive q3 silicon.
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Post by crazyplace on May 3, 2020 23:11:28 GMT
Because there will be a point that you've also researched the resource production too far to be able to make lower quality products. And as higher quality products cost more to make, you're at an disadvantage, especially when you want to produce for government orders. Even though government orders accept higher quality than requested, the higher production costs make you less competitive while the opposite should be true.
Producing lower quality products should also be more efficient than when you didn't research a higher quality. The efficiency could be lower production costs, faster production, or less resources needed.
This is not what happens. The sourcing costs are what control the unit cost. It doesn't cost anymore wages to produce a higher quality product. I can make a cheaper product with cheaper inputs even though I have researched high quality. As an example: I make displays. If I want to reduce the price.. I just use the cheaper q2 Silicon vs the more expensive q3 silicon. I'm pretty sure that I had 2 different levels of quality of the same product, of which I produced all the resources myself, but had different sourcing costs. Unfortunately, I can't test it now as I have researched all to an equal level, so I can't produce a lower quality.
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Post by The Center on May 3, 2020 23:42:21 GMT
Just buy lower inputs. I have quality 4 C0ckpits. If I wanted to make q1 C0ckpits I would need to have at least one of the inputs be quality 0. Note I do have q4 researched but the game is warning me that "Displays Q0 will be used" forcing it to be q1. I could also buy q0 HGEC and q0 Basic Interior to make it quality 1. Reducing its overall unit cost. The only thing we are limited from doing is making quality 0 items. The lowest quality we can reduce to is quality 1.
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Post by semperfi on May 4, 2020 0:45:52 GMT
The Center, Mar 17 comment that it is already in the game - I think this misses the point. Indeed, I'm sure the commenters at the top already know this.
The problem is the administrative aspect of this. Just count the clicks to get that done!
So much easier to select the Q level on the Production screen and it is done.
I think this is a great suggestion, as I am very much for making the gameplay more about the play than about the administration.
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Post by The Center on May 4, 2020 0:53:03 GMT
The Center, Mar 17 comment that it is already in the game - I think this misses the point. Indeed, I'm sure the commenters at the top already know this. The problem is the administrative aspect of this. Just count the clicks to get that done! So much easier to select the Q level on the Production screen and it is done. I think this is a great suggestion, as I am very much for making the gameplay more about the play than about the administration. Based on the comments I see in this thread.. it appears people do not know how the game works. So.. i'm not allowed to inform them how it works?
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Post by semperfi on May 4, 2020 0:57:18 GMT
Interesting, I read those comments and I don't have the same take away that you have. You are free to inform anyone of anything, but if I read it correctly, there is a request to make the interface simpler. And, if I am wrong, sorry. But I still do think the idea of a simpler interface is a good idea.
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Post by The Center on May 4, 2020 1:01:58 GMT
Interesting, I read those comments and I don't have the same take away that you have. You are free to inform anyone of anything, but if I read it correctly, there is a request to make the interface simpler. And, if I am wrong, sorry. But I still do think the idea of a simpler interface is a good idea. I never said it was a bad idea. Go back and look at who I even quoted to begin with. I was talking to someone that commented on the original idea. And from there people have stated things that the game can't do.. but in reality can already do.
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Post by pseudonym on May 4, 2020 1:42:28 GMT
Good point that it is possible. But I also think we should be able to just select to quality instead of the need to block a certain quality of resources. Because there will be a point that you've also researched the resource production too far to be able to make lower quality products. And as higher quality products cost more to make, you're at an disadvantage, especially when you want to produce for government orders. Even though government orders accept higher quality than requested, the higher production costs make you less competitive while the opposite should be true.
Producing lower quality products should also be more efficient than when you didn't research a higher quality. The efficiency could be lower production costs, faster production, or less resources needed.
Correct me if I'm wrong, but the entire reasoning behind a desire for such a control seems to be the mistaken belief that quality has anything to do with source cost. As it does not, and, assuming the same component source cost, Q3 will have the same source cost as Q2, then there is no reason to make Q2 for your Q2 customer that isn't ready for Q3, or for the Q2 GO's- just send them Q3 at the same price while you look for a Q3 customer or renegotiate with them. With no real reason for the majority of people to *regularly* need/want to perform the task, then adding a more direct control than is already available would just be adding extraneous options and controls.. would it not?
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Post by AG Forumer Inc. on May 4, 2020 4:43:06 GMT
It would seem that the real issue is "the mistaken belief that quality has anything to do with source cost", which could be solved with better documentation. I don't mind a faster/more direct control like what's being suggested, but I'm not sure what else blocking a resource would be used for, so it's probably redundant.
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Post by Keefain on May 7, 2020 19:24:50 GMT
I favor reducing clicks so an option in production menu would be nice ... Blocking and unblocking a resource means 9-10 more clicks Simpler and quicker user interface is what this game needs.
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