Saturday, July 14, 2007

Proposal: Consumers consumers consumers!

S-K.
—Chronos

Adminned at 15 Jul 2007 07:21:24 UTC

Add the following subrule to the rule entitled ‘Production’:

Outlets
Outlets require more costly materials to produce than other products. Whenever an Outlet is produced, its new owner loses $5M in cash. The production rights for Outlets are in the Public Domain.

Add the following text to the ‘Production’ subrule entitled ‘Cash’, before ‘The production rights for Cash…’:

A Corporation’s Cash is increased by eir number of Outlets after eir new Cash has been calculated from eir allocated production.

Comments

Night:

14-07-2007 20:28:29 UTC

imperial
I’m iffy on this, because spending $5M on an outlet which only generates $1M per Time Advancement seems a little low.

Build one outlet, it takes 5 turns to pay for itself.  Build 2, it takes 10.

I’d like to see outlets be a little more productive, but I imagine others have a better perspective on this idea than I do.

Clucky: he/him

14-07-2007 20:39:19 UTC

Um no, build 2 you get 2 per round so it only takes 5 still. With this, the top producers can easily produce 20 or so a turn and not miss the production. Pretty soon all the top players will be getting 100+ cash a turn from these guys. I think its actually too powerful. against

Night:

14-07-2007 20:54:43 UTC

Good point Clucky.  Math was never my strong suit.  *blushes*

Chivalrybean:

14-07-2007 21:16:09 UTC

against

Not a bad idea, though, but Clucky is right.

ChronosPhaenon:

14-07-2007 21:28:43 UTC

for I like it

Hix:

14-07-2007 21:41:53 UTC

against Nice idea, but too powerful as is, I think.

Suggested balancing factors:

1)  Require Souls to be at least equal to Factories plus Offices plus Outlets, instead of just Factories plus Offices.

2)  Have another product “Goods”, which don’t do anything on their own.  Whenever time advances, a Corp loses an amount of Goods equal to number of Outlets (or all Goods, if there are fewer Goods than Outlets), and gains the same amount of cash (in other words, Outlets produce $1M per turn, but only if they are kept stocked).  This will help prevent the “top players” from gaining too much benefit from building tons of Outlets, as they still must allocate production points into Goods to make use of them.  Of course, even with this change, Outlets and Goods will still be of most use to those players who are running out of useful ways to allocate production points, and are suffering from the diminishing returns of placing lots of production points directly into cash.

Okay, these changes probably make Outlets a little too weak, but maybe the cost to build them could be lowered to $3M?  I’d vote for something like that.

Bucky:

14-07-2007 22:02:16 UTC

against .  Too likely to lead to out of control cash flow.

For those of you with too much production, it may be worth it to produce extra factories and sell them to smaller corporations in exchange for Cash and Souls.

Zephyr:

15-07-2007 00:15:31 UTC

imperial

Icarus:

15-07-2007 10:02:29 UTC

against I’m self-killing. Have a look at Zephyr’s improved version.