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Post by rosentatsu on Sept 20, 2022 4:41:05 GMT
The goal: add some challenging and more calculation to the game, open up more future game mechanic options Impact: impact to all player, what problem am I solving? well, to simulate a bit of a real world (but not too much, keep the game entertain and challenging at the same time). The game's quality of life will reduce a little, but the social side still remain Mechanic: once the buyer accept the contract, that product will be blocked from used for a period of time, to simulate the delivery time in real life. The function "block from used" already introduced but rarely used. This require the buyers have to calculate to stock their inventory hence take a bit of risk while runing a business. People already stock their goods in-game, but it is not as a requirement. Open up other future mechanics/features: +More types of Transport/Logistic to shorten the time of delivery +Maybe create different "economic zones" and players set their location in those zones. Example: Delivery from zone A to zone D will take longer than from zone A to zone B; each zone has their charateristic (higher chance for abundance/ cheaper labour/ higher chance for good executives,...) +Future contract - which you guys are planning to apply +More event - your goods are dammaged, lost on delivery or take longer to delivery +New job for your executive ? Someone in-charge of shortening the delivery time. I'm not good with coding so let me know if those ideas are easy to apply to the game or not.
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Post by stickcaveman on Sept 23, 2022 2:00:26 GMT
I've thought about something similar. It would be interesting for users to select a "Home City" for their headquarters. Then, the direct point to point mileage between Supplier and Customer would become a large factor in determining the cost and the time it takes for products to be shipped. Although, I've been more focused on cost factor rather than shipping times.
But to tie in your idea...
If Supplier and Customer are on the same land mass, they could choose Truck ($$), Rail ($), or Air shipping ($$$$). If there is a large body of water between Supplier and Customer, then a Cargo Ship ($) could be used. Cargo and Rail would have the slowest shipping times. Air would of course be the fastest but most expensive. Truck would offer a decent middle ground between price and shipping time, much like real life.
"What if to avoid high shipping costs and lengthy transport times, users just set their Home City to the same one?"
1) New users set their Home City before starting the game. Advice is given to help them determine which city might be best. Existing users have one time to choose a Home City.
2) Once a player selects and begins doing business within a city, they must scrap or sell all of their existing buildings before they can "move" to a new city.
3) a) Cities have a tax applied based on how many other users are also using that city as a Home City (crowded cities = higher taxes).
b) Instead of a tax, building costs or "rent" for building slots increase as more users move to the same Home City. Rent would be paid to the game much like the Accounting Overhead. But to help new players, there could be a certain level or number of building slots available that rent costs are applied. For example, if a few high level players are based in New York City and a dozen new players also choose New York as their Home City, the new players will be rent exempt until they reach (level 10?). However, the rent the existing players are paying will be affected by the total number of players based in the same location, both new and high level.
"What about the security risks of strangers knowing where other players live?"
It would be advised that players do not choose the actual place they live in real life. Also, to add simplicity to cost and transit times, major cities in each country/state could be the only options available; Instead of a player being able select any small town or village around the world as their "Home City".
Should this idea become a consideration, I would be happy to volunteer my time calculating the distances and shipping methods between major cities around the world.
-Jubilation National
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Post by rosentatsu on Sept 29, 2022 18:34:38 GMT
"What if to avoid high shipping costs and lengthy transport times, users just set their Home City to the same one?" "What about the security risks of strangers knowing where other players live?"
To added to your post: we can offer a bonus so people have to consider when choosing a city, a bonus need to be attractive and seem "fair" among those "home cites". 1% production for city A; 1% sale for city B; you can name a few To eleminate the risk of knowing where player live, we can just make up a whole new cities for the in-game world, generate a new-world with 4 to 5 cities on it. World may different between Realm (I expect that there will be more Realm in the future)
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Post by stickcaveman on Oct 9, 2022 21:42:04 GMT
I never thought of just creating a new world. I've also been thinking of the possibility of adding new forms of transportation. These new forms can add or decrease transit times as well as affect the cost of transporting goods. A made up map could be the easiest solution to that. 5 to 10 cities to select. And if not overly complicated, a particular city could be isolated on its own island, which would require either water or air transport to be used; water being slower but cheaper and air being faster but more expensive. Supply and demand would determine the taxes or fees for choosing a home base in that city.
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