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Corp HQ cost per turn cut in half Messages in this topic - RSS

Doctor Dread
Doctor Dread
Administrator
Posts: 1478


4/11/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
So a poor corporation by the name of NASA made a simple mistake starting out and his whole game went south into negative territory. What I realized is that after the changes where we brought the resources values so low on earth, its very difficult for a new corp to start off. Not so much difficult as it is "Fragile". If the price of your chosen product goes below 80% you start to lose money. and that can happen within a day, especially if someone else sells your product at your city. Granted if the cities had higher populations that couldn't happen so fast

We decided the best way to deal with it was to reduce the per turn cost of the Crop HQ, we cut in half actually. It now takes 500 per turn to run not 1000 like the other structures do. That means a new player with their Corp HQ can probably be profitable down to about 40% demand now,however high level Corp HQs like level 10 for example would only be saving a couple thousand a turn. Sounds perfect. We might also increase the rewards from the tutorial enough to make sure a player can stay profitable even if all of earth is at low demand.
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Vulpex
Vulpex
Posts: 390


4/12/2017
Vulpex
Vulpex
Posts: 390
Might want to give intermediate rewards during the tutorial so that you don't get everything at the end - it does seem way too easy for a small starting corp to go under through no intrinsic fault of its own.

I like this change!
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ChaChaCharms
ChaChaCharms
Posts: 167


4/12/2017
ChaChaCharms
ChaChaCharms
Posts: 167
You better get a big ham sandwich for this Doc.

--
Never trust anything that can think for itself if you can’t see where it keeps its brain..
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