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Have a question I upgraded a building to lv2 but the 1h labor cost to produce remained same as when it was lv1 , why I didn't get the 10% discount applied now to the upgraded building ? 

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Rounding. Move the slider and collect more units and you will see the difference once the discount has enough to overcome the need to round up.

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Rounding. Move the slider and collect more units and you will see the difference once the discount has enough to overcome the need to round up.

 

I will try that .. cheers .

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Hello.

 

So far i like the ideas i saw in this thread, but i have some concerns with some of them.

 

Quite a few ideas go roughly in the direction that my own activities (ressource pool, mining effectiveness, working hours etc.) could be influenced by the other players in that port.

That is actually not as good as it might look, many people will start the game and start building right away.

 

So you will either have to set the caps for whatever you have in mind so high in capitals that they basically make no sense, or you force newer players to pack their sack and move

to another port.

 

I really think that might make it a major turnoff and can hinder the growth of the player base.

 

Probably you should move that complete Portbased Caps for anything to the bin. As the Admin said they had that idea with resource nodes spawning randomly from SWG. They would

also be capped or just limited in time. Problem here is in SWG you could actually drop your extractors virtually anywhere. You had no fixed ports, and in very rare occassions there was

actually already something built on the resource before it spawned in SWG, here it is different. People will already be there, having buildings, and might be forced/tempted to tear down

their buildings just get a bite of that new stuff. Cannot say what impact that might have but i think it will have one.

 

Buildings in general.

 

I am not very fond of the 5 building limit to be honest, but i fully understand why you would make it that way. Cooperation is important for a good community and even more for a player based economy. There is just one thing that i might want to suggest, to make the game a bit more interesting on that side and also help with the efficiency/specialization aspect.

 

Branching building trees. So you don't build a copper Mine, but just a mine. You don't plant a pine forrest, but just a forest. In the beginning (lvl 1) you can set via drop-down which of the applicable ressources will be gathered, if there is more then one. Then when upgrading the building you get the option to start specialising the building for one of the ressource types it could harvest. I think it would be good to let buildings still be able to produce the other ressources on level 1 effectiveness, but you have to choose again to do so. A cooldown for that ressource switching is probably a good idea. Other tweaks come to mind, like expansions that make the extractions cheaper for example.

 

This way you still are limited to what you can produce on your own, but still get the specialization and implementing such an upgrade system for the buildings could prove useful lateron as you have many options for changes when necessary.

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  Two paired ideas out there that could help make national ports more viable:

(which I may expand into a bigger suggestion & critique of the OP at some point, but to avoid making the post unreadably long am not for now)

 

1) Varying Labor Costs

 

  When you gather from a resource-producing structure, you pay a cost in gold as you do now.  However, this costs becomes a fluctuating cost depending on the demand for labor at an island according to the following formula:

 

(Resource Base Cost) * (1 + (ACTIVE_FACILITIES / (K * ACTIVE_NATION_POPULATION * TINY_NATION_BONUS)))

 

ACTIVE_FACILITIES: The number of same-resource facilities in the port that were gathered from in the past 48 hour timespan.*

K: Constant value used to adjust scaling.  (for example, 0.05)

ACTIVE_NATION_POPULATION: The number of players of the owning nation who logged in in the past 48 hours.  For free ports, some portion (25%?) of the total player count logged in over the past 48 hours.

TINY_NATION_BONUS: A bonus for under-populated nations.  See below**.

 

  Under this system, resource availability still scales with player count, but heavily harvesting a single source is penalized with increasing gathering penalties, making the resource more expensive.  This penalty, however, can be avoided by gathering from less popular gathering locations.  National ports, then, offer players cheaper goods and higher profit margins in exchange for being inconvenient (farther away) and risky. (possible loss of port)

 

  It is also a dynamic system that adjust in response to player behavior, which will help prevent players from figuring out new optimal bases and building everything there (like a fixed production bonus might) and which will respond to changes in the world economy as ports are gained and lost.

 

  As an added bonus, as anyone familiar with economics in games like EVE will appreciate, particularly hot areas of economic will also act as an increased gold sink of money being paid in extraction costs, which helps suck money out of the economy and reduce inflation.

 

2) Remote Purchasing & Auto-questing

 

  As a quality-of-life improvement now that there's more incentive to spread out gathering facilities, two further changes.

 

  First, make it possible to order resource collection from far-away facilities mostly.  You pay the gold, the resources get dumped in a warehouse.  This way, players taking advantage of remote ports to get goods cheaper don't need to have the added pain of sailing there to collect, although shipping the goods around is still required.

 

  Secondly, make it possible to order the facilities to automatically generate delivery quests to other locations.  This way, getting your resources to a centralized location becomes less of a hassle for a player with widespread production facilities, and there's a whole new dynamic set of delivery quests available for trade-minded players.

 

  The configuration could look something like this:

Location: Where the goods need to be delivered.  Somewhere where the receiving player has a warehouse.

Down Payment: How much gold per unit of cargo the person accepting the quest must pay in gold when accepting it as insurance against the loss of the goods.

Reward: How gold per unit of cargo the person accepting the quest receives upon successful delivery.  (plus, down payment gets refunded)

 

  Players can then select cargo that needs moving from a warehouse, pay the down payment and grab the cargo, and then be automatically reimbursed and paid when they bring it to the target location.

 

*

Tracked and updated more frequently than every 48 hours to avoid a "first crafter of the day gets a discount" situation.  Maybe logged in 1-hour blocks with the 48th hour falling off the end of the sum.

 

**

TINY_NATION_BONUS is:

MANB: ACTIVE_NATION_POPULATION for the nation that has the highest value

LANB: ACTIVE_NATION_POPULATION for the nation that has the lowest value, or (0.25 * MANB), whichever is higher

TINY_NATION_BONUS: 1.0 + ((MANB - ACTIVE_NATION_POPULATION)/(MANB-LANB))

 

  Which, under most conditions, is a fancy way of saying "The least-populated nation can have twice as many gatherers per port, and it scaled up to no bonus from there".

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Having a limit to the number of buildings in the game now is discouraging as a player. Adding additional buildings required to craft what we want is even further discouraging. I don't mind paying a premium to increase the number of building slots I have, or even limiting the number of buildings I can have in any given port... but don't limit what players can craft by limiting the number of buildings they can maintain.

 

Crafting & trading should be based solely on the initiative of a player, not on the necessity to rely on other players to pull their weight. The rest of the economy should be dynamic AI which would make up at least 80% of the overall game economy. This would allow each port to have a visible, effective... living economy, rather than what we see now as small pockets of activity solely based in a few ports where players decide to trade. A dynamic AI economy would also avert what so many games see: Players manipulating the economy based on monopolies.

 

 

Zap

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So if we are forced to have 3 slots wasted by necessary buildings like shipyard, workshop and forge. Can we get another DLC even for 30 bucks that will add next like 10 buildings, 10 another ship slots and 4-6 ports? Because now, alone player simply cant produce himself what he wants. I'll gladly pay for DLC like this. Or give us some ingame unlocs for dubs, 1K dubs for port slot and 1K dubs for building slot, limit buyable port slots to 4-6 and building to 10. Introduce it next to DLC so noone will cry about P2W. But 8 ports and 10 buildings is seriously too low and i dont want second account.

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On 3/14/2020 at 12:20 PM, MysteriousHonza said:

So if we are forced to have 3 slots wasted by necessary buildings like shipyard, workshop and forge. Can we get another DLC even for 30 bucks that will add next like 10 buildings, 10 another ship slots and 4-6 ports? Because now, alone player simply cant produce himself what he wants. I'll gladly pay for DLC like this. Or give us some ingame unlocs for dubs, 1K dubs for port slot and 1K dubs for building slot, limit buyable port slots to 4-6 and building to 10. Introduce it next to DLC so noone will cry about P2W. But 8 ports and 10 buildings is seriously too low and i dont want second account.

Um, Admiralty Connections DLC adds 5 building slot (for a total of 10, allowing you to have a  shipyard and all supporting resource buildings required for ship crafting), +10 dock slots (max of 30 instead of 20), and you don't need 4-6 more ports if your nation or clan has invested properly (should be able to get all required materials from 2 ports max)

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10 hours ago, GrubbyZebra said:

Um, Admiralty Connections DLC adds 5 building slot (for a total of 10, allowing you to have a  shipyard and all supporting resource buildings required for ship crafting), +10 dock slots (max of 30 instead of 20), and you don't need 4-6 more ports if your nation or clan has invested properly (should be able to get all required materials from 2 ports max)

Even with Admiralty DLC there is not enough building slots. You can have just enough for one thing like ship building, but there are just not enough slots in general.

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11 hours ago, Cathal Brugha said:

Even with Admiralty DLC there is not enough building slots. You can have just enough for one thing like ship building, but there are just not enough slots in general.

That's kind of the point, though, to encourage players to work together to achieve their individual and collective goals.

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On 3/24/2020 at 4:16 AM, GrubbyZebra said:

Um, Admiralty Connections DLC adds 5 building slot (for a total of 10, allowing you to have a  shipyard and all supporting resource buildings required for ship crafting), +10 dock slots (max of 30 instead of 20), and you don't need 4-6 more ports if your nation or clan has invested properly (should be able to get all required materials from 2 ports max)

I do have DLC, still not enough. I want to be able to build everything i want, i dont want to rely on anyone else. And simply current system forced me away from game because i always need someone else.... I need like 15-20 buildings, atleast 10-12 ports and 40 ship slots. 

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1 hour ago, MysteriousHonza said:

I do have DLC, still not enough. I want to be able to build everything i want, i dont want to rely on anyone else. And simply current system forced me away from game because i always need someone else.... I need like 15-20 buildings, atleast 10-12 ports and 40 ship slots. 

A few more building slots would be fine, but what do you need 20 slots for?

The game is not made for single players, but if you have some mate and a clan, you can work with it.

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3 hours ago, MysteriousHonza said:

I do have DLC, still not enough. I want to be able to build everything i want, i dont want to rely on anyone else. And simply current system forced me away from game because i always need someone else.... I need like 15-20 buildings, atleast 10-12 ports and 40 ship slots. 

Production is quite easy for a single player. Get a lvl 3 oak forest and pile up 20k or 30k logs in two weeks. They will last you for a long time, then destroy the building and produce\pile up another ressource, etc.

 

Unless you are a complete newb and lose ships by the dozen, after a while, you can easily out produce your needs with the current building limit.

 

Edited by Serk
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