transport, running costs and staff

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

transport, running costs and staff

Post by Guest » 12.07.2007, 13:12

so here are a few of my ideas:

transport cost: say you have oil in saudi arabia and factories in turkey and you would have to ship the goods to Turkey which would take time and money. So a realistic transport system + locations. So if every unit has a location u would have to transport it. That would add a fun logistics part to the game.

running costs: Every building costs u money to run (bills, staff, rent etc) and you can also shut it down when you dont use it.

staff: different quality staff for different areas and different wages. So lets say u decide to give bonuses etc to increase the production of your buildings. Higher quality workers work better and cost more etc.

So just a few things i was thinking about, i m sure there are ways to make these ideas even better since I didnt really think about it for too long :)

btw how open are u to new ideas and improving the game? or do u just like it the way it is. I would like it as complex/realistic as possible.

Guest

Re: transport, running costs and staff

Post by Guest » 12.07.2007, 13:20

Varg AB wrote:btw how open are u to new ideas and improving the game? or do u just like it the way it is. I would like it as complex/realistic as possible.
I am always open to hearing new ideas. Nothing is ever perfect. However, I don't want it complex and to realistic. I run my own bussiness in real life, I don't need to run another. It is a game, games are ment to be fun.


Re: Transporting costs: It isn't a bad idea.

Re: running costs: We already have that. It is the production costs. In a bussiness you always add the two together.

Re: staff: I don't like that idea. I have to deal with employees in real life. This idea is not realistic at all.

Guest

Post by Guest » 12.07.2007, 14:44

i agree

Guest

Post by Guest » 12.07.2007, 14:52

myth123456789 wrote:i agree
Who/what do you agree with? :?:


Hint: If you are going to say, "I agree" at least quote what or who you agree with. ;)

Guest

Post by Guest » 12.07.2007, 15:02

im usina PSP so typing this took me 5min

Guest

Post by Guest » 12.07.2007, 15:09

yeah but they can always add the option between complex mode and easy mode

Guest

Post by Guest » 12.07.2007, 15:14

Varg AB wrote:yeah but they can always add the option between complex mode and easy mode
Who would play complex mode when it costs more?

Example, if the complex mode had the transportation costs while the easy mode didn't.

I believe we should leave the game as one mode. This way it is fair to everyone. ;)

Guest

Post by Guest » 12.07.2007, 15:21

the easy mode could have some sort of automatic average compared to the complex :)

Guest

Post by Guest » 12.07.2007, 17:05

myth123456789 wrote:i agree
Me too! :twisted:

OK seriously, one of the principles of good game design is not to make things complex for their own sake, but only when doing so adds some new dimension to the game. And even then ideally it should be something that can be ignored by anyone who isn't interested in that level.

For example, take "crafting" in the standard MMORPG. When it's done badly, it just means extra clutter being dropped and carried around, making you manage your inventory space but never really giving too much in return. That's complexity for it's own sake.

But when it's done well, it give something completely different to do - almost a different game within the structure of the larger one. Yet in either case it's ignoreable and people can just go poke elves with swords or whatever the genre is.

Research / quality management kind of fits the bill in Kapilands. Stepping up your research(s) and managing different qualities of inventory to round off your calculations is different from running the standard production. And it's something you don't have to do. Yet it adds something new to the game. The same can be said for expanding special buildings and fulfilling quests.

eta: Just for another example - a great classic game with levels of complex strategy that an average player can easily ignore: Poker.

Guest

Post by Guest » 14.07.2007, 00:00

i agree lol :lol: the less complex the better 8)

Post Reply