Island idea: LuNiBiN

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luni
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Island idea: LuNiBiN

Post by luni »

as i sat down tonight , i had this nice :idea: for a nice island.

( i am sorry that it is so long)

well on this island you can have max of 2 jobs...minimuim wage is 10s(paid by the gov)
but the thing on the jobs are is that, sometimes you cant find the place of the job...then if the census is right. then if you get one skill you gotta pay out the ying yang for the next skill if you cant find another job within the same skill field, well to fix that you apply for all jobs at the town center.... your first skill for a job is free, and the next cost 100s max.
also the jobs are paid according to the hardness of the job..like baker being the least paid and sciencetist being the more paid

there will be gov buildings....and you have to keep up with the gov...say for instance that building A needs 30000 drinks, a mix of any of them, yet only 10k was being produced...well then since the demand is higher then the supply, I would pay more per drink....to compinsate for you all not making enough, in return you would get more money to expand the drink industry..also if the supply is higher then the demand i would pay less until it cought up...same goes for food, cars, planes, and all the other items....of course since you will have to eat and drink yourself you can buy them too...and have retail places still.....you can buy cars and sell them to other players for extra cash...or sell them to the gov to meet the demands of the population....

population=every game month i will add like 1000 people....every 50 people will demand 10 of each item...

skills, you can have X amount of building skills...and any number of buildings, but the nice part is, that you can expand your current business...like...tea farm makes 10 tea plants every ten mins...with one worker...well if you expand your business for XXXX amount of sheckles...then you can have two workers and you will produce 20 tea plants every 10 mins ..get what i mean??

for players that are on alot, yet are broke or waiting for the right amount of money...there will be things like...mineing...you can mine for silver, gold or platinuim....then sell this to the gov ..there will be 3 mineing lvls....1 silver,2 gold,3 platinuim.

i would have it in as a city type of things....each city can hold 100 buildings....only buildable withing the city limits....id say by when the one i make gets full by then one of you all can build your own city...and charge like how the town feature works

a few extra features would be added..like on the family things...say you join Empire family, well 1% of all sells would go into the family bank...when your short on cash, need a exspantion, or just need the money...you gotta ask your family leader for the cash if the family has it...but you can only take out as much as you have put in, so even the leaders are restricted from taken all the money...also you can assign financail advisors to be able to give money to other family members

on the top ten i would add top ten by city net worth...family net worth, profitable business', cash flow in and out....maybe a few others...cuz we all like stats :twisted:

more to come, but if ya got and add-ons lemme know....and also if you see anything that you wouldnt think would work..lemme know

just a place to keep my thoughts of this island :wink:
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Spider
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Post by Spider »

There are some nice suggestions there Lugi

I particularly like the town centre idea as it saves time cruising around looking for that elusive building...although I reckon the service should be free.

I don't understand your gov idea. Since the gov (in your case) is there to meet the demands of the population, what is the difference between the gov meeting the demands of the population, and the players meeting the demand of the popualtion?

If demand exeeds supply, then the player will realise that he has no goods everyday. If he rises the price and finds that that the goods are still all being bought, then he will rise the price until the point is reached where just as much people buy it as there is in stock.

I don't understand the popualtion idea...you can't add people to the game. Every buildingand every player is a proper player.
ran outta time
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Post by Guest »

luni wrote:also the jobs are paid according to the hardness of the job..like baker being the least paid and sciencetist being the more paid
have something againest bakers ? watch out for those rollingpins
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Spider
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Post by Spider »

About what Wild said...Each skill and job are all the same. None of the skills and jobs are more or less skillfull or harder than the other. The only difference between them is that they have different names.

As for mining and suchlike, the general consensus is that its a bad idea. The problem with mining is that its a bit boring and also puts the emphasise on giving an advantage to those with a lot of time. Also, unemplyment benefit exists, so it isn't much of a problem.

For the expanding buildings idea, I think its quite nice, but as Zaroba will say, it will be much easier to go and build a second building, although this is a crude method.

The problem with giving the 'build town' skill to all those who have built in the town is unworkable, as this means that suddenly about 50 people get the ability to build towns.

City top tens aren't really that important though...My reason is that they are only cities, so its hard to see how these stats can be interesting. As a general rule, the bigger the city, the better. One Top Ten I would like to see is average income of people, averaged over the last 7 days or so

With the Family idea, I don't think I can see the point. As far as I can tell, you "get back what you put in", so whats the point?
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zaroba
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Post by zaroba »

Spider wrote:For the expanding buildings idea, I think its quite nice, but as Zaroba will say, it will be much easier to go and build a second building, although this is a crude method.
i've always liked the idea :P


thiers been many times when people would suggest expanding/upgrading buildings.
mit addid it to the to-do list for the game long ago if i remember correctly, but also, said it was far off.

thier are ways it can be done immediatly though.
zion has one of these ways inplace (i think its a good way anyway) each building can take 3 employees. the building produces faster and better the more employees you have.
another way is to add multiple buildings to the buildings file. like Ore Mine and Large Ore Mine. have the Large one produce much more in less time, but also cost more to build. however, since the Destroy Building option is no longer available in built buildings, its harder to do. also, most cases with this in place people have said it was just as easy to build a 2nd of the smaller building. the only thing hurting this theory is the building limit.



thinking of adding one or both of the above in the next zoric
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