wolfbain (Golden Rainbow) | Tuesday, April 7, 2009 - 11:32 am I propose that instead of 'Quality' effecting the product 'quality' end result. it should effect production capacity. i.e.: a=quality b=base production c=new production ((a-100)*.002)+1*b=c or a=225 b=1000 c=1250 225-100=125 125*.002=.25 .25+1=1.25 1.25*1000=1250 so everyone buys at 100 Quality just better upgraded corps can produce more. - next enable price setting on contracts instead of best price(bring back local/common markets) note: this last one will open up corp negotiations for supply prices while trying to remain competitive. :D Note: raw materials used should increase equally while needing only the same amount of workers. (you cant make more with less now can you :P) net result: eff. = better workers so need less (as is) qua. = better processes so more production overall a better market place with player choices truely effecting the market. |
Pathetic Sheep (White Giant) | Wednesday, April 8, 2009 - 05:21 am People would set up contracts so that the countries attempting to scores would get abnormally high profits and the cost of running the country would be abnormally low. Not sure if that is good or bad. |
Noproblem (Fearless Blue) | Monday, April 27, 2009 - 11:30 am That would be a great idea. Why should you not use less if you buy better quality products, either in you country or your corporations |
Joe3811 (Golden Rainbow) | Tuesday, April 28, 2009 - 04:10 pm This would result in a linear improvement from quality (technology ??). Rather than *.002, maybe (*.002**((amax-a)/amax)), where amax is some max level quality can attain. Also it'd be nice perhaps to have some random factor so that sometimes the quality pays off more than others. I think you're headed in the right direction! |