W
wolfbain (Golden Rainbow)
07 Apr 2009 11:32
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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.
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.