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		<title>VectorStorm Forums &#187; Topic: Very nice!  A few ideas.</title>
		<link>http://www.vectorstorm.org/forum/topic/very-nice-a-few-ideas</link>
		<description>Discussing games, one brightly glowing comment at a time</description>
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		<pubDate>Fri, 10 Sep 2010 21:10:18 +0000</pubDate>
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			<title>trevor on "Very nice!  A few ideas."</title>
			<link>http://www.vectorstorm.org/forum/topic/very-nice-a-few-ideas#post-123</link>
			<pubDate>Sat, 16 Aug 2008 11:02:31 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">123@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Yes, there will be a queue system (in fact, there already is in my development branch).  Each employee works on their own, and is visible on the map as they rush around fulfilling the queued jobs.&#60;/p&#62;
&#60;p&#62;This system is about half-implemented at the moment;  I was working on it before being distracted by roads;  I'll be back onto this once I've got adventurer pathfinding working.
&#60;/p&#62;</description>
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			<title>Anonymous on "Very nice!  A few ideas."</title>
			<link>http://www.vectorstorm.org/forum/topic/very-nice-a-few-ideas#post-122</link>
			<pubDate>Sat, 16 Aug 2008 07:31:35 +0000</pubDate>
			<dc:creator>Anonymous</dc:creator>
			<guid isPermaLink="false">122@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;&#34;...number of pending tasks would affect how long it took for your orders to be fulfilled.&#34;&#60;/p&#62;
&#60;p&#62;So there would be sort of a queue system? Such as, a group of employees get a set order, another group gets 2 others. Group 1 work on their order, and Group 2 work on the first order they get, then the second once they finish? I doubt that's what you had in mind, but it'd be pretty neat speed-wise.&#60;/p&#62;
&#60;p&#62;Also, employees could be paid for their efficiency. If they do nothing, no/minimum wage. If they do exceptionally well, they get a lot. Motivation?&#60;/p&#62;
&#60;p&#62;Maybe the ability to rush updates, the good points being saving money and time, the bad point being an increased amount of bugs. &#60;/p&#62;
&#60;p&#62;Blah, whenever I comment on something, ideas end up rushing out. I should just make a thread or something.
&#60;/p&#62;</description>
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		<item>
			<title>trevor on "Very nice!  A few ideas."</title>
			<link>http://www.vectorstorm.org/forum/topic/very-nice-a-few-ideas#post-120</link>
			<pubDate>Sat, 16 Aug 2008 00:14:56 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">120@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;In the 1.0.x series, money and employees are kind of pointless.  Sorry about that;  they just weren't implemented in time for the deadline for the competition I was entering.  :)&#60;/p&#62;
&#60;p&#62;In 1.1, money will be a big issue in all game modes, as it will actually begin to cost money to make changes to the game world (much as it costs you money to zone districts in SimCity).  The difficulty here is in figuring out how to balance the flow of cash.  In a real MMO, players pay a monthly premium.  However, I can't really expect people to leave MMORPG Tycoon running for a month just so they can get some more cash.  Or for that matter, on maximum simulation speed, I can't expect them to leave the game running for 15 minutes, for a simulated month to pass.  So I've been thinking about setting it up as a daily subscription fee, and daily payments to staff.  I'm not entirely happy with that, but I'm not sure how else to do it.&#60;/p&#62;
&#60;p&#62;And yes, the original idea was that your number of employees and number of pending tasks would affect how long it took for your orders to be fulfilled.  Just didn't make it in time for 1.0.  It'll be there in 1.1.  :)
&#60;/p&#62;</description>
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			<title>Agamemnon on "Very nice!  A few ideas."</title>
			<link>http://www.vectorstorm.org/forum/topic/very-nice-a-few-ideas#post-117</link>
			<pubDate>Fri, 15 Aug 2008 11:52:17 +0000</pubDate>
			<dc:creator>Agamemnon</dc:creator>
			<guid isPermaLink="false">117@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;A definitely nice find. I've been reading around a bit and I see you are planning on touching on a few problems. Just wanted to voice some issues myself.&#60;/p&#62;
&#60;p&#62;What exactly is money good for? Or employees? Ever think about giving zones &#34;upgrades&#34; to their stability with the use of money, or that employees could work out the crinkles in the system?&#60;/p&#62;
&#60;p&#62;I also saw that you thought about doing two different modes of &#34;starting.&#34; Hopefully when starting from scratch money will be a much bigger issue, such as starting off with fewer classes and enemies that you can later &#34;buy&#34; as an add on (like an expansion).&#60;/p&#62;
&#60;p&#62;One thing that has really got me scratching my head is how you can build zones instantly. Ever thought about it being a &#34;process&#34; where the time it takes to build a zone is relevant to the number of employees you have (plus how strained they are with other things)?&#60;/p&#62;
&#60;p&#62;I saw that you also planned on adding barriers. Thank you! I have five different starter areas with five different progressive areas that my players can go to, but they all seem to end up at three of them, so those zones are ALWAYS being stressed out. Would definitely like to refine it so the players can't cross over to zones.&#60;/p&#62;
&#60;p&#62;Last thing I'd like to mention; XP scaling much? Existing players seem to hit the cap within a day or so.&#60;/p&#62;
&#60;p&#62;Anyways, hopefully you expand more on options as far as designing and business goes. Can't wait to see the results!
&#60;/p&#62;</description>
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