L
Luonnotar (Fearless Blue)
17 Jan 2010 22:26
Link
I've been thinking about it for a while, and there are some corporation types that I think should be eliminated because they do not produce profit and are not viable types of industries.
For example, look at roads. Roads last forever, once you build a section of road it remains there until the end of time. Sometimes, when a player is expanding their road system heavily, demand for roads will spike. But, after the project subsides, demand will fall and roads will once again be a lackluster corporation type.
Along with roads, look at road maintenance. Road maintenance is not profitable. On most worlds it does poorly even as a state corp that does not pay CRU fees.
My solution would be to simply combine these industries. Have existing roads consume more roads instead of road maintenance. Think of the additional roads consumed as being used to repair the worn-out sections. By combining two stinkers, we might be able to make one good, solid corporation type and reduce needless economic complexity a bit.
The same would apply to train tracks/track maintenance and water facilities/water maintenance.
I would also get rid of airports, schools, military bases, and hospitals. Airports and schools and bases are not profitable and hospitals are usually pretty poor too. They also do not make sense: in real life, when a new hospital or school is built, I see a construction company there building it on the spot. Never once have I seen a pre-fabricated school built in a factory somewhere brought in by trucks and set down.
Instead of having these exist as corporation types, simply have them consume the equivalent amount of materials when they are built. For example, an elementary school corp consumes 400,000 units of building materials per month and produces 20 schools. So every elementary school you order will simply consume 20,000 units of building materials, and so on with the other required supplies.
The idea behind all this is to reduce complexity and also reduce the number of crappy corporation types in the game. These crappy corporations are never built by the experienced player and serve mainly as traps for noobs who don't know any better. I don't know that any of this is high priority, but I think it's something that would be good to implement eventually.
What do you think? Good idea? Bad idea? Would you do it differently?
For example, look at roads. Roads last forever, once you build a section of road it remains there until the end of time. Sometimes, when a player is expanding their road system heavily, demand for roads will spike. But, after the project subsides, demand will fall and roads will once again be a lackluster corporation type.
Along with roads, look at road maintenance. Road maintenance is not profitable. On most worlds it does poorly even as a state corp that does not pay CRU fees.
My solution would be to simply combine these industries. Have existing roads consume more roads instead of road maintenance. Think of the additional roads consumed as being used to repair the worn-out sections. By combining two stinkers, we might be able to make one good, solid corporation type and reduce needless economic complexity a bit.
The same would apply to train tracks/track maintenance and water facilities/water maintenance.
I would also get rid of airports, schools, military bases, and hospitals. Airports and schools and bases are not profitable and hospitals are usually pretty poor too. They also do not make sense: in real life, when a new hospital or school is built, I see a construction company there building it on the spot. Never once have I seen a pre-fabricated school built in a factory somewhere brought in by trucks and set down.
Instead of having these exist as corporation types, simply have them consume the equivalent amount of materials when they are built. For example, an elementary school corp consumes 400,000 units of building materials per month and produces 20 schools. So every elementary school you order will simply consume 20,000 units of building materials, and so on with the other required supplies.
The idea behind all this is to reduce complexity and also reduce the number of crappy corporation types in the game. These crappy corporations are never built by the experienced player and serve mainly as traps for noobs who don't know any better. I don't know that any of this is high priority, but I think it's something that would be good to implement eventually.
What do you think? Good idea? Bad idea? Would you do it differently?