Production by Hour

Ideas how the game could be improved and suggestions for subsequent versions of the game. (this is just a space for ideas! We can't guarantee suggestions will be implemented!)

Moderator: moderators

Post Reply
Guest

Production by Hour

Post by Guest » 13.02.2007, 03:00

For the administration buildings, instead of entering how many of (insert product), you want produced by each factory, it should just produce the max you can handle for however many hours you enter.

Guest

Post by Guest » 13.02.2007, 06:04

some products produce 19.33 products per hour (as an example)... if u enter ANY amount of hours (except multiples of 100) u will lose some production materials ... doing it as the way it is - is more beneficial for you, the CEO. if u want to create things for 'x amount of hours' look at the product, look at its 'amount per hour', get a calculator, and multiply times how mnay hours u want ... and then goto ur admin building - and enter that number.

Guest

Post by Guest » 13.02.2007, 06:26

So the game takes materials to actually produce ".31(for example)" of a product? Only noticed a loss of materials being a problem if you used an odd number and whatever you're trying to produce(i.e. Steel) take .5 of another material to be made.

Tycoon
Moderator off duty
Posts: 1911
Joined: 21.01.2007, 11:04

Post by Tycoon » 13.02.2007, 07:10

DataDyne Industries wrote:So the game takes materials to actually produce ".31(for example)" of a product? Only noticed a loss of materials being a problem if you used an odd number and whatever you're trying to produce(i.e. Steel) take .5 of another material to be made.
Yes, but this odd number will be one of the results, if a production is calculated autmatically taking the production hours as a basis.

Guest

A problem?

Post by Guest » 13.02.2007, 16:47

And would that be a problem to adjust the time to produce the highest amount (without fraction = integer)?

And what about the cancel button then? Why not let it stop the nearest time it produces one item?

And what about another button: synchronize = rewrite the current amount to warehouse and continue or re-shedule? Or allow two plans - start second plan when first is finished... or even a queue with higher depth than 2 (but that would shift the game to automation, we don't want that. So, after all, let it be).

The calculator is good enough, I use it, but such enhancement of the engine would be apriciated.

Thx, Firda

Guest

Post by Guest » 13.02.2007, 17:55

Tycoon wrote:
DataDyne Industries wrote:So the game takes materials to actually produce ".31(for example)" of a product? Only noticed a loss of materials being a problem if you used an odd number and whatever you're trying to produce(i.e. Steel) take .5 of another material to be made.
Yes, but this odd number will be one of the results, if a production is calculated autmatically taking the production hours as a basis.
Just entered a 6.3 in one of my productions and it automatically rounded down, without taking any extra materials. Don't see why it wouldn't shave off any extra numbers to get a whole if it were done by hours.

As far as the odd number being a result because of using hours, there's always the note field. Seems a lot easier to keep track of "steel takes .5chem" than "factory A prd max 25.22hr, B 17.33hr, C 100.55hr, etc, etc"

Post Reply