Post by Blue on Jul 23, 2022 13:56:56 GMT
Player run casinos or other similar structures e.g. Horse Racing, Casino, Arcade
Risk and 'RNG' (in the short term) would be pretty cool.
End-game structures of this kind might give higher profit in exchange for the risk of big streaks of losses. People getting lucky might also shake up leaderboards and make competition more interesting. They would also be very affected by economic conditions, which would make strategies involving them more interesting.
You could customise the 'odds' (similar to restaurants) to reduce income in exchange for less risk.
e.g. a mid-game player with little cash might set odds to 60-40 to have stable but moderate revenue whereas an endgame player might go 51-49 for more long term profit, but with some rough patches if they have cash to sustain it.
A similar system of pricing, customers and ratings to restaurants could be used.
Endgame (top 100) is dominated by restaurants, with a little bit of aerospace. These RNG based buildings could make the endgame more interesting, and be a risky fast growth strategy, or stable steady one for newer players.
Edit:
As a more controversial add-on to this, it might be cool for non-NPC players to actually use some of the buildings. Obviously this would give losses on average since the casinos must always have an edge.
Also, stakes (equivalent of restaurant menu pricing) would be capped by the building owner (to reduce big loss risk), and there should be a personal daily spending cap that scales with level so that simco doesn't become simcasino.
How does the game decide whose casino to send players to? Higher ratings might have a higher chance of being shown, there isn't a choice of player, only on stakes.
Retail to players as well as NPCs might make the industry more immersive, and fun for more players.
Risk and 'RNG' (in the short term) would be pretty cool.
End-game structures of this kind might give higher profit in exchange for the risk of big streaks of losses. People getting lucky might also shake up leaderboards and make competition more interesting. They would also be very affected by economic conditions, which would make strategies involving them more interesting.
You could customise the 'odds' (similar to restaurants) to reduce income in exchange for less risk.
e.g. a mid-game player with little cash might set odds to 60-40 to have stable but moderate revenue whereas an endgame player might go 51-49 for more long term profit, but with some rough patches if they have cash to sustain it.
A similar system of pricing, customers and ratings to restaurants could be used.
Endgame (top 100) is dominated by restaurants, with a little bit of aerospace. These RNG based buildings could make the endgame more interesting, and be a risky fast growth strategy, or stable steady one for newer players.
Edit:
As a more controversial add-on to this, it might be cool for non-NPC players to actually use some of the buildings. Obviously this would give losses on average since the casinos must always have an edge.
Also, stakes (equivalent of restaurant menu pricing) would be capped by the building owner (to reduce big loss risk), and there should be a personal daily spending cap that scales with level so that simco doesn't become simcasino.
How does the game decide whose casino to send players to? Higher ratings might have a higher chance of being shown, there isn't a choice of player, only on stakes.
Retail to players as well as NPCs might make the industry more immersive, and fun for more players.