Supermarket Together

Supermarket Together

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Don't lock employees behind a skill tree
Having employees locked behind the "skill tree" is not a good system. The blackboard doesn't scale with players, so playing solo or with only one other person means you have a lot more workload spread over fewer people with no employees to cover for it. And due to the amount of workload increasing with every new product you unlock, it feels like you're always running behind on employees.

Instead, it should be based on whether or not you can afford them. Then you can actually make decisions based on your progression and efficiency
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Actually, is a pretty good system. Having employees be perks in a skill system for purchasing forces the player to learn systems and manage first. You start the game with enough money for an employee, going by your thinking. Which opens the potential for people to hire one or two and be that much further behind on actual product and store layout.

No offense, but this is definitely one of the weaker ideas out there. And someone earlier posted about wanting meteor showers added. I'd rather that first, honestly.
Originally posted by Paranoia_Inc:
Actually, is a pretty good system. Having employees be perks in a skill system for purchasing forces the player to learn systems and manage first. You start the game with enough money for an employee, going by your thinking. Which opens the potential for people to hire one or two and be that much further behind on actual product and store layout.

No offense, but this is definitely one of the weaker ideas out there. And someone earlier posted about wanting meteor showers added. I'd rather that first, honestly.

I disagree. The employees cost money. If you're early game and you buy an employee, you shouldn't be able to afford them. That should be the only thing holding back your employee count.

But currently the employees are piss cheap compared to how much you make, even at the start. But considering you would rather have "meteor showers" in a supermarket simulator over realistic employee mechanics, I suppose your priorities lie elsewhere
Last edited by TheDreamer; Jan 8 @ 10:06am
Yes I know you disagree. I'm already disagreeing with you. And yes, my priorities are for a good game. Good games don't need to be super realistic. Crazy, I know. Almost as if the entirety of the simulator genre of the last few years aren't super realistic, but are more arcadey to keep the fun up.

Hence support for meteor showers over the idea of hiring employees before understanding the systems yourself.
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Date Posted: Jan 6 @ 7:32pm
Posts: 3