Title: Workers' Production Post by: Midnight44 on September 03, 2006, 08:48:39 AM I think that workers a worthless asset. They produce such small amounts of credits, and they can't be used for anything else. I think that they need to become more profitable.
Title: Re: Workers' Production Post by: jebus767 on September 03, 2006, 08:55:36 AM Even if the production is not increased the 100 billion growth and interest cap needs to be removed.
Title: Re: Workers' Production Post by: Hellsword on September 03, 2006, 08:56:33 AM i calculated (not positive its right) that it takes about 2000 workers to produce one credit... so yeah that means it takes about 19 days to get ur "investment bac" and growth doesnt help much either... also less biofarms should be needed, id need 1quad workers to get anything, but to get those id need 50 or 100mil segments on biofarms (if not more) o and yeah interest cap has gotta go
Title: Re: Workers' Production Post by: Lightseeker_Eu on September 03, 2006, 08:57:31 AM Workers give very little and are almost useless after u get passed the first trill, they should produce more credits.
Title: Re: Workers' Production Post by: bigbroni on September 03, 2006, 09:02:35 AM well workers aren t useless if u have a big enought MS with a lot of farms they can be much more beneficial than stash interrests - once u pass a certain point they are virtual useless thats correct - specially since u can t growth ur MS - farms so fast as u would need to maintain ur workers proper ... - I am now since like a week on negative growth and still gain more workers by galaxy encounters and surprisingly by missions which promiss credits but give workers ...
concerning uselessness of workers ... we could use them also for buying marines and building ships - but I know nobody who does that ... a increase in workers production would be nice and would help mostly ppl lower than top 10/20 - a real step forward would be to delate the limit of 25.000 max segments on galaxy encounters ... - I think I have like 3x the workers I should have and they keep dying ... 68 trill workers making 28 bills each 10 minutes - so thats at least a bit over 24h so about 4,? trills a day ... not that bad compared with stash interrests u can get now a days ... So i would say delate the segemnts limit from encounters and so let the workers like they are :-) (for me it was like that till I had positive growth on workers they did quite good but now it makes no sence to me to go for them anymore ...) w/r bb Title: Re: Workers' Production Post by: V on September 03, 2006, 09:17:42 AM Workers give very little and are almost useless after u get passed the first trill, they should produce more credits. 0o :wow: HE SPEAKS!!!! :)) I say it should be raised. Title: Re: Workers' Production Post by: Lammalord on September 03, 2006, 02:21:59 PM yes i think workers should be raised, and i also think that the intrest should be replaced with the older concept, the one were it still takes like 1 tril to max out intrest, but intrest maxes out at like 10% (on gold without bonos) intrest was a huge asset to the game, and it made it harder to chose weaither to save up or upgrade... this is probaly why lightseeker isnt first anymore, i think his entire stragey was based on saving up credits...
Title: Re: Workers' Production Post by: Midnight44 on September 24, 2006, 06:41:21 PM Ya, interest sucks. That should be raised by like 3-4x at least. :21:
Title: Re: Workers' Production Post by: Lammalord on September 24, 2006, 08:48:12 PM i would rather the intrest back to were it was in past rounds, past rounds the max in intrest was about 10%.. and the intrest bonos gave you .1% every time, i had 13% intrest last round, and that was a crap load.. this round this 2% thing sucks.. it changes the many strageys to win to one stragey.. whoever upgrades the fastest wins...
Title: Re: Workers' Production Post by: ars68 on September 24, 2006, 11:07:55 PM you somewhat have to have biofarm limit of workers. otherwise one can sit at number 1 with quadillions of workers, pumping out trillions of credits free each and every day. (this was a problem in a previous round)
interest rates should not curve... I don't care, I don't lose business if I own half the dollars in the world. I would be GAINING more interest, as then more people want more from me. and workers is just as useless when you put the cap on worker growth AND stash interest also, I am almost positive we have yet to se the full potential of workers... especially if E uses workers to man planets and starbases. Title: Re: Workers' Production Post by: Gunfighter Frank on September 25, 2006, 04:49:20 AM IT has been suggeseted that workers will be used to manufacture cargo in the future and for other things. E has the mails on how to implement it in a fair way and a coupple ideas on how to do it.
Title: Re: Workers' Production Post by: xthex on September 25, 2006, 06:52:24 PM like as in market carog? cause then that would really help some like me, but not others like higher ppl that dont use the market. but then hed have to make market bigger and with bigger items so :wow: wooohoo
Title: Re: Workers' Production Post by: John.doe on September 25, 2006, 07:45:59 PM yeah worker production needs to be improved since the amount of workers i have are a lot but it doesnt really give much like it should :wounded1:
Title: Re: Workers' Production Post by: bigbroni on September 26, 2006, 03:36:08 AM well workers making goods, OK but than goods not to be sold via market, due to than a 3rd skill would affect worker performeance (now we have reproduction and production of workers being keyed to skills if market gets involced the choram skills would also) and ppl with already to less time for the game would be the loosers again because they qould need additional real time to do the market for selling production ...
by the way if market not gets envolved u ll have virtually the same than now, only that the game displays something like "U sold 1 days production of hightech scanners for 9227 per unit ... total: XXX" not really any difference to now and just like 1 more step/move to be done - so not a real progress for the game. as someone before said - workers making goods would only be good if ppl are at a certain range numbers of workers ... at higher numbers workers turn out to be useless at all, thy simply die, for me at 11% ... - I don t really like the idea of flying a mothership as the commander and I have 220 quad dying ppl on board, this needs to be changed soon. - well best would be to remove the workers completly or do something real new with the game to give them any sence at all ... - atm workers are just a less effective version of stash cash ... w/r bb Title: Re: Workers' Production Post by: Lammalord on September 27, 2006, 09:09:49 PM ya giving the workers more things to do other than be wothless making money would be great..
Title: Re: Workers' Production Post by: ars68 on September 28, 2006, 10:03:45 PM hmm... perhaps E could do it this way: (and yes, this is bouncing between so many different things I have no clue how many now, lol)
we all know workers are useful at lower powers, but at higher power almost worthless, so you can put workers onto planets (or starbases, or whatever) these workers will create items (from simple to rare items, bought from market, or sold) however, these items can then be (at the cost of some credits, more then likely) be combined to make items that you can also get for completing missions. these new items can then be 'upgraded' using even more items and others, resulting in being able to make potentially infinite number of high grade items, ranging from anything items can be used for... which is pretty much everything. however, these planets and such can also be raided/blown up another idea is to have them be able to create ships themselves, probably relative to how many credits they create. these ships would then be automatically assigned as reserved to that system, to defend it. Title: Re: Workers' Production Post by: UberPWNZ0R on October 04, 2006, 01:40:17 PM Or maybe they could just mine asteroids :wow:
Title: Re: Workers' Production Post by: Seither on October 05, 2006, 10:31:32 AM sounds great ars. I'm telling you, you need to learn how to make these games yourself, your game would end up owning all.
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