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Tom Morgan (Kebir Blue)
All worlds
13 Jun 2011 02:37Link
I have been playing this game since January 2011 and have been sort of shocked by some of the promises made but not delivered by the GM and also some of the flaws and areas which need improvement/expansion which are being ignored both by the player community and/or the Game Masters.
Firstly, there appears to be high demand for an economic system which is true to the roots and does not require injections by the GM to stabilise supply and demand. I suggest that the people at Simcountry take a while to look at the system and point out its flaws and fix them.
This can only be done with alot of collaboration and input from players who have complaints and ideas. It is quite obvious that some major flaws exist in the game in regards to the economy and its realism- players don't like the game automatically injecting supplies into the game as it is unrealistic and prevents some companies from making a profit, otherwise players are going to loose fa
Firstly, there appears to be high demand for an economic system which is true to the roots and does not require injections by the GM to stabilise supply and demand. I suggest that the people at Simcountry take a while to look at the system and point out its flaws and fix them.
This can only be done with alot of collaboration and input from players who have complaints and ideas. It is quite obvious that some major flaws exist in the game in regards to the economy and its realism- players don't like the game automatically injecting supplies into the game as it is unrealistic and prevents some companies from making a profit, otherwise players are going to loose fa
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rep (Little Upsilon)
All worlds
13 Jun 2011 08:32Link
I find myself in agreement with you regarding the "supply fairy", although I believe a move in the right direction was made recently, as witnessed by the economic turmoil on several worlds. More work needs to be done on that front.
I also agree with your assessment of the need for revamping the FMU situation in some fashion. I too played several years ago and recently returned. I seem to recall factories not requiring nearly as many FMU as they do now. The fact is that if you doubled the number of FMU corps on LU it would still take several game years (closer to a decade) to catch up to the backlog.
I think the space game could become a decent feature. It could promote inter-world trading, where items in deep green on one world could be transferred to a world in deep red. I'm not involved with it right now, but would consider it in the future.
I'm not really keen on the police idea, I don't see a real
I also agree with your assessment of the need for revamping the FMU situation in some fashion. I too played several years ago and recently returned. I seem to recall factories not requiring nearly as many FMU as they do now. The fact is that if you doubled the number of FMU corps on LU it would still take several game years (closer to a decade) to catch up to the backlog.
I think the space game could become a decent feature. It could promote inter-world trading, where items in deep green on one world could be transferred to a world in deep red. I'm not involved with it right now, but would consider it in the future.
I'm not really keen on the police idea, I don't see a real
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white darkness (Little Upsilon)
All worlds
13 Jun 2011 09:22Link
The police concept has been voted on repeatedly and suggested repeatedly. I believe it's been invariably voted down due to two factors.
1. What's the point?
2. Most players don't want a "feature" with only a detrimental point or no point (transportation), added on. Admittedly, the mighty earthquake does serve a purpose in consuming resources, via relief supplies and stirring things up by the destruction of corporations. Though there were a few extreme situations on corporation destruction in the past.
Though the system as it stands does have it's positives. As rep mentioned, previously the FMU consumption for a fully upgraded corporation was 66 units. Now it's 94-114 (give or take). Actual production by these corps was 536? 635? some number like that. But, the FMU is not an essential, you run out, you go negative. Production doesn't stop. I hope they don't make it
1. What's the point?
2. Most players don't want a "feature" with only a detrimental point or no point (transportation), added on. Admittedly, the mighty earthquake does serve a purpose in consuming resources, via relief supplies and stirring things up by the destruction of corporations. Though there were a few extreme situations on corporation destruction in the past.
Though the system as it stands does have it's positives. As rep mentioned, previously the FMU consumption for a fully upgraded corporation was 66 units. Now it's 94-114 (give or take). Actual production by these corps was 536? 635? some number like that. But, the FMU is not an essential, you run out, you go negative. Production doesn't stop. I hope they don't make it