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Turns to change production Messages in this topic - RSS

LunaMoth
LunaMoth
Posts: 47


6/19/2018
LunaMoth
LunaMoth
Posts: 47
I'm not sure if this was discussed in the past. Many people probably noticed the following text when changing the production of a structure:
"It will take X turn(s) for structure to change production."
where 'X' is a variable that depends on the structure's level. However, the actual time it takes to change any production is 1 turn. Is this intentional? How do you think the game would change if it actually took 100 minutes to change a level 10 production facility? Would there be more focused economies/monopolies?
edited by LunaMoth on 6/19/2018
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Vulpex
Vulpex
Posts: 390


6/26/2018
Vulpex
Vulpex
Posts: 390
Yup this is one of those things which was discarded in Beta (it was never implemented iirc).

The idea is... interesting and confusing too it would certainly change the way things work though. Currently for instance my economy relies on every facility I own (except my water well) changing production every day.... this would be rather painful and force a different system.

The problem is that currently we do not have enough of a player base to push towards hyperspecialisation but it is interesting.
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CptCommanche
CptCommanche
Posts: 69


6/26/2018
CptCommanche
CptCommanche
Posts: 69
Vulpex, I do think we can do some of that. Maybe not hyper-specialization, but I am currently making decent cash pursuing all 10 entertainment products. It may not be the most lucrative way to play, but I’m enjoying it. The only maintenance I have is to distribute my products and adjust my selling amount occasionally.

I think if production was delayed every time you changed it, you could see more corps pursuing a specialized production line.


--
Boldor Galactic Inc, AKA the old StarCorp
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PerfectCircle
PerfectCircle
Posts: 1


6/28/2018
PerfectCircle
PerfectCircle
Posts: 1
I agree with Boldor even if I play in a totally different way.

I swap products every day using the same facilities. Yes, it's painful / boring to do that every day since you have to adjust (well, if you want to optimize.......) the components production too.

If the system forced to loose 1/10 turns to swap product ... well, as said by Boldor, you could see more corporations having a specialized production line for end product and components.

I don't know if it would be good at the current state of the game, to be honest. We don't have enough players to have a complete offer of end products, so many times you have to use your own capabilities to sustain the economy. I think that this kind of change can be done only if one day we will have a huge surplus of end products / components to justify the specialization path...

Just my opinion.
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CptCommanche
CptCommanche
Posts: 69


6/28/2018
CptCommanche
CptCommanche
Posts: 69
Well PerfectCircle, its hard to tell if it would be good or not. I could see it forcing players to move towards closer cooperation. If you have the time, organization, and/or drive, you can grow a city completely on your own (see: Ilias). This change would effect a players' ability to do that.

Also I disagree somewhat with your last point. In the Sol system alone, I can sustainably sell 200/turn of each type of my entertainment products. That means I sell over 2000 end products/turn on earth and Mars while keeping demand stable. Add in Sirius and Gul, and that number could increase dramatically. So I believe it can be done.


--
Boldor Galactic Inc, AKA the old StarCorp
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


7/2/2018
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Yes, forcing you to wait to change production didn't offer anything to the game but to frustrate people. It was going to be done more to prevent people from instantly changing their industry to accommodate a certain vote coming up or perhaps to help stop a Kaiju but most of the voting and even the eventual political benefits through titles are based on entire categories of products not specific ones
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