Staff

Discussion in 'General Archive' started by -MrMungo-, Mar 21, 2014.

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  1. -MrMungo-

    -MrMungo- User

    I'd like staff to be added to commercials.
    Good staff (would need to be trained (another use for vitamins/academy?) and paid!) would yield more CC/PP/EP.
    Less good staff wouldn't cost a great deal but you'd also lose out with very little needs revenue.
     
  2. brucenic

    brucenic User

    Great idea! :)

    How about a new building for training? A Technical College perhaps?

    And what if the staff REDUCED the commercial buildings materials usage?
    (so bread rolls would go a bit further.........)
     
  3. billyjim

    billyjim User

    I like it. The number of staff could be linked to upgrade level. For example:
    1. no staff (Mom and Pop operation)
    2. one person (Just getting organized)
    3. three persons (real buisniess now)
    4. four employees one manager (the big time)
    Why limit this to commercial buildings why not do so to production buildings also could give our citizens something to do. Only draw back I see is this would be a whole new layer to manage.
     
  4. -MrMungo-

    -MrMungo- User

    That's pretty much what I was thinking, but didn't want to write too much, as:
    A) You never know if it gets read/taken into account as there's no feedback
    B) if you write too much, people switch off after a few lines
    C) I couldn't be bothered at the time to write an essayesque post!

    My thoughts were various traits.
    Staff could have:
    Hard working trait (commercial range could be extended slightly)
    Expertise (can produce items of a higher standard that could sell for more cc/pp/ep)
    People skills (can sell more items)
    And so on.

    I can see where you're coming from @billyjim but I tend to take a different slant on things.
    RC is a pretty simplistic game in many ways. You can create spreadsheets of various information if you wish, but at the end of the day, it's a pretty simple game.
    I've long been of the belief that it needs something else, some sort of new introduction, to sprucen things up.
     
  5. It's simplistic mainly becouse anything a bit more complicated is beyond their programming and comceptual skills. Most new development is geared towards simplification, unification and streamlining. Whatever they can't deal with they just remove it from the game. In this way, variety of tools and approaches, so common in real life, is either not introduced at all, or step by step taken away.

    When you read "User story" in the first PL, it makes you wonder who created that? Nine years old kid? Even they would have done a better job. You read the explanation for X-presso issue? Gives you the same impression. Help! We have X-presso! We can't develop the game unless we remove that! This sort of childlike outlook is underlining most of what is happening in the game. Well yes, it is a game.

    I wish I could see the real picture from their data about who is playing it, what percentage drops the game after a first few levels, what the reasons for this probably high droprate are.

    Who is their target consumer? Never read any statement regarding this.

    Maybe it really is too complicated already for most of those playing it. And we are just a handfull of players active on forums trying our best to encourage development into some kind of inteligent game. :) We might be tiny minority absolutely marginal to the company's interests.

    However it is it seems that nearly any a bit more inteligent idea which would bring real-life like tools into the game or would diversify it on a larger scale just sinks into the oblivion unnoticed and blisfully overlooked by everybody from the development team. They just don't think the way we do. Their outlook is completely different then ours. Since it is them developing the game, not us, I'm affraid we already lost. :)
     
    Last edited: Mar 22, 2014
  6. brucenic

    brucenic User

    I don't see this as being that hard ( and I'm in the software business so I've a pretty good idea of how it works).
    It would be almost exactly the same as the ERS training; just change the names and modify the buffs to suit production and commercial.
    I know there was a lot of complaints about the ERS, but since they fixed the material usage for repairs, its actually a pretty good system. I'm quite enjoying building up my teams, and now I'm close to being able to get platinum medals.
    I'd be over the moon to have a whole pile of extra people to train up.
     
  7. billyjim

    billyjim User

    To me the wasteful part is that once you have the ER stations filled and are building up the status of the team you have nothing to do with the trainees at the Academy. They just sit there and do nothing until you fire a well trained team member. It is such a shame.
     
  8. -MrMungo-

    -MrMungo- User

    It's a shame it's necessary to fire any team member really.
    I can see the contracts rising slightly as they improve, that is fine, but to the extent of some of them? It's a little bit crazy! Clearly I need to go and work for Bigpoint if the pay rises are that generous! ;)
     
    Last edited: Mar 25, 2014
  9. billyjim

    billyjim User

    I agree I wish my paychecks went up like some of theirs. I want to join their union.
     
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