I'm going out on a limb here, and assuming (from what zar described) that he's intending to "camoflauge them as trees etc. Personally, I'm not in favor of hidden vehicles...to me it just seems like a gimic to get you to wander around the island aimlessly. On another online game I've played, the top ore "fell from the sky on a meteor" and the first person that found it got it. Honestly, I hated it It meant that you either had to a) be damn lucky in your travels and stumble upon it or b) spend a PILE of time hunting for it. I guess I'm just more in favor of things having to be earned. The up side to this was that it couldn't be made by any other method, so the "luck" of finding it wasn't taking profit from a manufacturer. But again, that's just my thoughts, and it's not my islandSpider wrote:Its hard to see how hidden vehicles can help the longetivity of the islands. Also, its not that practical. Either its easy to see where they are (is that an island over there?) or its not, in which case the rich guys get the booty anyway.
Mkay, this I can't agree with. I disagree with the mentality that you have to prevent a new player from being able to do something. If they *really* want to spend their money on an expensive car, who are you (island creator) or anyone else to stop them? Suggest it might not be a wise idea, sure...offer alternatives, sure...but when it comes right down to it, if they're goal in the game is to have an expensive car and drive it around, that's *their* choice. Provide them with accurate, unbiased information (this game is in SERIOUS need of a good how to guide), and past that, you have to let them choose how they want to play the game.Spider wrote:Vehicles could be made a lot cheaper too. Making vehicle production cheaper would mean that new players would not lose all their money because they have suddenly spent half of it on vehicles. Also, I think that expensive car showrooms are a bad idea.
Again, why stop them??? To me, flexibility in a game, allowing for personal goals and personal preferences is vital. I don't want to play a linear game.Spider wrote:In my opinion, fewer cars should be available. Maybe 1) a cheap and reasonable vehicle 2) a medium speed vehicle and 3) a fast vehicle. Then a truck could be added, with a huge capacity, and a plane , and also a boat. This will also stop those who buy a car at the top of the range, then go and buy the one above it for an extra xxx sheckles, using up xxx sheckles to get a whole extra 5 mph top speed.
Ok, I guess my question then would be, why not just hand the player the money and skip the whole making, and selling part? It's the same thing...if they sell the building the "stuff" and get money in return, then the stuff "disappears", they're essentially getting free money.Spider wrote:Calren's going to hate me for this, but a government building buying stuff is a good idea for an economy.
Spider wrote:One of the problems with new players is that they seem too uncertain about what buildings to make. It seems that only a small percentage are willing to go and start a building (100 people in a-tractor remember).
It's very hard as a new player to figure out what building to make, agreed. I think it's part of the huge learning curve you have starting to play the game. Good guides, reference doc's etc would go a long way in helping with that.
Tax is a real hinderance in transfering things...the profit margin when transfering isn't that high, and if you add tax to the mix...well, it's not a very good use of your time. What if tax were only charged on the end product?Spider wrote:Of course, encouraging people to transfer would be a big help too. Don't know how to do that, except for a minor piece of lobotomy...
I think that something to keep in mind (and seems like Zar is by asking for input) is that not everyone plays the game the same way or with the same goals. Allowing for a variety of paths for a player to take from start of the world to end of the world is going to help get and keep players interested, and help longevity...a linear path makes a very cut and dry game.