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a_beorning

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Everything posted by a_beorning

  1. GizmoGomez, Erutan Selling UFO junk - raw junk or "upgraded" - is OK, but some minor trouble. This income is irregular and not player-dependent. For example, I had two weeks with alien fighters only. I shot them, they were destroyed - not crashed. No crash sites, no junk recovery, no income. End of month - nations are ready to pay more, but before they pay I cannot pay wages and maintenance. Game over. Chris Maybe on end-of-month calculation deduce maintenance cost AFTER income from nations, not before?
  2. Gorlom Maybe I was too emotional, sorry. When I said about profit it was not "profit from a whole game point of view". It is a profit from base commander point of view. (Yes, I know there is no such unit "base commander" in terms of game mechanics. It's imaginary person in imaginary world where events of game take place) Game is not a SimFactory and player is not a manager - but base commander is! What order will give base commander to workshop when it's impossible to make some more weapon? "Do something usefull and sell it, so your wages will not be spent in vain. Make some profit!" It's a question of inner logic of events. From our (gamers, developers) point of view, for good game balance, this profit must be small enough - sell price for commodities produced in a week will be just several percent more then worker's wages for the same week. It is not enough to mantain a whole base (so there will be no "Money Farms"). It's a method for workshop not to lose money when idle. For workshop, such operation is "making profit". For base and for Xenonauts organisation as a whole, its just mitigation of expences. And how much will it cost? With current game mechanics I will spend at least twice in comparison with idle workers, and will have to wait 3 days before I get them back.
  3. If you read in my words something I did not write, why do you bothering to read? You can just imagine imaginary posts from imaginary me Where did you read it?! Building normal things (guns, planes etc) in my example has no difference from how it is now. Building cost + technican's time (means salary) What do you suggest? Eliminate money from game at all? Profit is not a priority for gamer. But profit is a tool for (imaginary) Xenonauts director. A tool allowing him to arm his soldiers. $100k obtained now means one interceptor more next month. I understand your fear of "money farming cheat". I had already write how to avoid it. Because I had seen socialism. From inside "Components supply is delayed? Factory is stopped, workers playing chess, but still get paid". Such methods bring my country to bankrupcy and defeat in a Cold War. I do not want such defeat for humanity - even in a game.
  4. Ol' Stinky You got it! I want to compensate only workshop and technicans idleness - not total base maintenance! A base filled with only workshops and living quarterts must be profitless (and by the way defenseless)
  5. Gorlom Wages and workshop rent will NOT be eliminated. When my technicans build MiGs or lasguns, wages and rent are spending normally. What I (xenonauts boss) get for my money? I get MiGs and lasguns. When they do not build MiGs or lasguns (already enough lasguns or no place for more MiGs) they still spending wages and rent. What I (xenonauts boss) get for my money when technicans are idle? Nothing, nihil, null. I want my money back - isn't it natural? And boss who have normal employees and normal facility always can get at least zero-profit - or he is not a good boss Why game would be poorer? Did a possibility to make and sell medpacs made old good original X-Com any poorer?
  6. Arturius Totally agree about Pryus - it's not only out-of-mood but completly anachronical So - abstract "commodities for market" Tiny profit - just what I suggest. Sell price = (buildCost + (numberOfTechnicans*completionTimeInMonths)*(MonthlySalaryOfTechnican) ) * (1+profitCoefficient) For normal game items, profitCoefficient = 0 ... 0.05 - there are no big market for anti-ufo planes For commodities, profitCoefficient= ~0.2 (maybe depend on difficulty level)
  7. Max_Caine Situation: My engineers waiting for new aircraft to be invented or new hangar will be built. They have nothing to do at this week. They are able to build anything from pistol to jet interceptor Why they cannot build some furniture/TVsets/Cessna's/you-name-it to make me some money in between? It's not a way for player to make money (profit will be minimal with a glance to overheads), but a possibility to eliminate idle time losses.
  8. IMHO, workers in a workshop unable to feed themselves are economical nonsense Original XCom workers were allowed to build and sell items (medpacs for example) with profit - maybe too big profit. Maybe good way is somewere in middle? When workers are idle (do not build weapon/craft/etc) and there is some spare room in a workshop, they can produce (and automatically sell) some abstract "general commodities" Numbers for produsing cost, working time and sell price for general comodities must ensure workers salary plus workshop upkeep plus 10-20% profit (but no more - to avoid temptation of building pure-industrial bases )
  9. 1. <Nation name="Russian" chance="10"> <FirstName>Sasha</FirstName> <FirstName>Misha</FirstName> <FirstName>Kolya</FirstName> In Russian, Sacha is diminutive ('pet') form for name Alexander, Misha - for Michail, and Kolya for Nicolai. Such forms can be used in conversation between friends, or family members, or when spoken about children, but practically never in official papers. I think it's mostly improbable to see such names in soldier duty roster. Ergo - <FirstName>Alexander</FirstName> <FirstName>Michail</FirstName> <FirstName>Nicolai</FirstName> 2. <Nation name="Ukranian" chance="2"> <FirstName>Stilyan</FirstName> <FirstName>Lazslo</FirstName> Stilyan is Bulgarian name, not Ukrainian. Lazslo is not Ukrainian name too. 3. Practically, Russian and Ukrainian firstnames are the same, maybe with minor difference in pronunciation. Xenonauts events taking place in 1979 - so both Russian and Ukrainian soldiers are from Soviet Union, and their credentials where in Russian. Maybe it's worthwhile just to join/duplicate both firstname lists? PS. Russian is my native language, and several years of my childhood (in mid-1970s) I spent in Kiev, Ukraine
  10. In a windowed (not fiullscreen) mode, button "return to battlefield" is not so far from system "closeWindow" button. It is so easy to exit game reflexively when player, accustomed to multi-windowed applications, want only to close soldier's inventory screen... Аnd it's so annoying to fight the same unsaved battle again. Some (not all) programming systems allows to intercept closeWindow event and ask user if (s)he "really want to exit unsaved game (yes/no)". Is it possible for Xenonauts?
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