NPC Supplies for construction only

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!)

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NPC Supplies for construction only

Post by Guest » 13.06.2007, 20:48

Simple Idea...let npc materials be used for expansion and construction only, not for products :)

Guest

Post by Guest » 13.06.2007, 21:40

Of all the "change the NPC" posts, this is the one I find the most reasonable. The question then becomes how to do it?

I made a suggest at one point way back to use q(-1) on NPC and starting steel (and stones and wood). This seems to me to be a simple way to flag these products as different and control their use. It could also be a hindrance to cheaters.

That said, I'm not sure I buy into the assumption that steel prices are too low. Also, people buying steel for production should be happy to get higher q, so there is already a way for those people to take sales from the NPC.

Guest

Post by Guest » 14.06.2007, 00:58

Its more about controlling 'Steel Ceiling' so it cant be used for products too. There are a few major products in kapilands...all require subproducts.

Wardrobes are unique in that all you need is an RC, Joineries, and the NPC to create the product! This is a MAJOR advantage over people who need to use buildings to make supplies, because there is an unlimited supplier at a reasonable price.

Guest

Post by Guest » 14.06.2007, 02:12

This topic makes me think about the age of kapiland and the experience of kapi players.

It would seem that as kapilife goes on that the quality of end products (in this case lets stick to wardrobes) continues to go up. The players at the top who have been researching for the longest can produce quite a high quality of wardrobe.

The players who have just started their companies haven't got a chance to produce anywhere near the quality level of wardrobes that the veterans produce.

Also the quantity of wardrobes being produced by veteran players will swamp the amounts of wardrobes being produced by new players.

Taking those things into consideration, the price offered for low quality wardrobes will inevitably be low as the profit margin offered in the retail outlets makes there production less appealing to the veterans.

That said then, the new players won't make a huge amount on wardrobes and without high quality steel and wood, they won't be able to produce high quality either.

It would seem that a better way to control the use of steel would be found at the other end of the system, that is, in the demand for wardrobes (and any other product requiring steel) in the retail outlets. I would assume that control variables (or whatever you want to call them) would be easier to tweak rather than changing code for the whole system. These controls already exist. Why waste time on code that is already redundant?

Now cheating is something I have zero experience in and I trust admin to know all about it. The best way to make cheaters pay would be in the hip pocket (caps) rather than firewall them out of the game (controlling quality). After all, corporate empires have a habit of finding better ways to skin cats (I love cats).

If my assumption is incorrect and I have wasted both my time and yours by writing/reading this, I apologize.

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