Post by arktros on Sept 17, 2022 7:38:21 GMT
Hello dear moderators and game developers as well as Patrik Beck,
In SimcoTimes Issue #212 "Player Focus," an idea related to healthcare and/or shipbuilding was mentioned.
I can't judge how real or not.
However, I was hooked right away. Since then, my thoughts have only revolved around the subject of shipbuilding.
From the construction of the shipbuilding industry itself, to sales, "goods routes" and links between the individuals. It would be an update that would have far more reach into the existing industry than any before (restaurants, sales office). Only a few buildings would be added with a much greater scope.
Building Production: shipyard and ship electronics
Shipyard assembly of:
tanker ship,
Container Ship,
multifunction ship,
bulk carrier,
Hull,
keel,
Rear,
Deck,
Screw,
Anchor,
Marine Electronics Manufacture of:
Sonar,
GPS,
side thruster,
Bridgehead,
control system,
Building sales: shipping company
Acceptance of contracts, taking into account the time to fulfillment and quantity of the various goods to be transported, e.g. Apples - wheel loader.
A consumption system with the respective ship types is implemented.
E.g. tankers: transport of diesel, petrol, crude oil, ethanol, etc.
Bulk carrier: transport of wood, stones, sand, clay, etc.
Etc.
For each trip, depending on the length of the route and the size of the cargo, "durability" is deducted. After e.g. 7 days later they will be scrapped. As the ship quality increases, the durability of Q0 ship lasts 5 missions Q10 lasts 50 missions.
It would be a hybrid of sales office and restaurant system. With end customer contact right through to the first production stages. Furthermore, due to the variety of goods to be sold, one would almost be forced to use the commodity exchange and contracts. Since even goods that have been of little interest up to now are being requested again.
That's really rough.
I've made a lot of notes. If there is interest, I would like to work out a concept and send it in the format you want.
Kind regards
Arktros
In SimcoTimes Issue #212 "Player Focus," an idea related to healthcare and/or shipbuilding was mentioned.
I can't judge how real or not.
However, I was hooked right away. Since then, my thoughts have only revolved around the subject of shipbuilding.
From the construction of the shipbuilding industry itself, to sales, "goods routes" and links between the individuals. It would be an update that would have far more reach into the existing industry than any before (restaurants, sales office). Only a few buildings would be added with a much greater scope.
Building Production: shipyard and ship electronics
Shipyard assembly of:
tanker ship,
Container Ship,
multifunction ship,
bulk carrier,
Hull,
keel,
Rear,
Deck,
Screw,
Anchor,
Marine Electronics Manufacture of:
Sonar,
GPS,
side thruster,
Bridgehead,
control system,
Building sales: shipping company
Acceptance of contracts, taking into account the time to fulfillment and quantity of the various goods to be transported, e.g. Apples - wheel loader.
A consumption system with the respective ship types is implemented.
E.g. tankers: transport of diesel, petrol, crude oil, ethanol, etc.
Bulk carrier: transport of wood, stones, sand, clay, etc.
Etc.
For each trip, depending on the length of the route and the size of the cargo, "durability" is deducted. After e.g. 7 days later they will be scrapped. As the ship quality increases, the durability of Q0 ship lasts 5 missions Q10 lasts 50 missions.
It would be a hybrid of sales office and restaurant system. With end customer contact right through to the first production stages. Furthermore, due to the variety of goods to be sold, one would almost be forced to use the commodity exchange and contracts. Since even goods that have been of little interest up to now are being requested again.
That's really rough.
I've made a lot of notes. If there is interest, I would like to work out a concept and send it in the format you want.
Kind regards
Arktros