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We will review them, and see how we can implement some of to our game...
Ich finde das sind gute Vorschläge, aber ich würde sagen, dass es immer noch ein Verschleißsystem von den Maschinen gibt, das sie auch kaputt machen, dass man sie reparieren muss und man den Schwierigkeitsgrad deutlich erhöhen muss, damit man das Spiel nicht so schnell durchkommt.
Thank you for the reply! It's really heartening to see your quick response. I know some of this may be infeasible or outside the scope of the project, but I am very happy to be part of the conversation.
Three of the smaller ideas would be big improvements, imo:
-A way to predict upcoming demand spikes
-Sending out drivers from the computer
-A sweeper/vacuum upgrade for collection
I only have so much experience with game programming myself, but these are smaller changes, unlike some of my other wishes which I can tell would require a lot of effort and restructuring of existing systems.
Oh that is a fun idea. I could see job repairs starting as something you have to either hire someone to fix (slow, expensive), something you do yourself (minigame leading to the machine working, but only for a short time, just enough to keep chugging along), or eventually unlocking/hiring an on-site repairman (fastest, but an on-going cost).
If the machines are going to have durability, there is a lot of other things you could tie into that. Upgrading the machines, having speed controls that trade thru-put for increased durability loss, or late-game machines that can process more production "steps" directly (A glass machine that can go straight from collected scrap to bottles, stuff like that.)
New jobs
- Yardhand he/she will load the output from the sorter and recycling collector into the machines, maybe even split the input evenly if you have more than one of any of them. Will stack pallets if they are near the machines outputs. You still have to move them, or mark them for movement, yourself.
- Driver's Mate - a second, lower-paid collector who goes out with another driver, two people on the job, twice as much collection. This only works if there are bigger jobs, or the ability to send them on more than one each day.
- Litter Picker; people who go out into the local area to clean the streets, bringing back low amounts of junk. This could be a relatively high-cost way of getting small amounts of materials, but improves your Rep with the local people.
- Mechanic - Already mentioned above, but services the machines, keeps them running and maybe requires you to supply (purchase and store?) spare parts.
Another area that could be put is a breakroom/rest area in the yard, where the staff go if they don't have any task to do - like the drivers, when they've got back and unloaded their vans.
The more people who are in the yard, moving around, doing things, the more 'alive' the game will feel. Adding some long-term interest - you can just stand on the stairs by the office and watch your industry work.
Lastly - can we upgrade/customise the office and 'living area' above it? It seems odd that this (soon to be) millionaire lives in a container above an office...
(Hmm... That ended up longer than expected.)