Structural Moving Company

Discussion in 'General Archive' started by *kimmi*, Oct 13, 2014.

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  1. *kimmi*

    *kimmi* User

    Since we cann't use the inventory to move production buildings and power plants - then we maybe could be able to hire a structural moving company to move thise kind of buildings to either the Coast, the Burbs or the Mountains.

    It could cost a certain amount of CC/MM/PP, take a certain amount of time and cost some materials to:

    [​IMG]
     
    Last edited: Oct 13, 2014
    daniel23492 and nortoncommander like this.
  2. billyjim

    billyjim User

    We can move production facilities to the Coasts, Burbs or Mountains. All we have to do is tear them down and re build them at the new location. It only costs time CC, MM, Mood Points, and Energy levels. :D:D:D:p
     
    *kimmi* likes this.
  3. *kimmi*

    *kimmi* User

    I know :oops: - but it could be that RC could find a cheaper solution :rolleyes:
     
  4. anabiyah

    anabiyah User

    tell me how can i increase my metromoney??
     
  5. I think this is truly briliant idea. :)
     
    *kimmi* likes this.
  6. wizardelo

    wizardelo User

    since these buildings cannot be stored in inventory, this would mean that hiring this moving company should only be possible if destination site would have enough space for the building to be placed. as much as id like this idea implemented, i believe there is no moving company who cares what you do with ur building , once delivered and paid they will dump it in the middle of the road if needed. and that would not fly with RC. so this would imply another company/authority that should check construction space on destination before allowing you to hire the moving company...
    since playfields have more types of land and your manufacturing/power plants require a specific type of land, not to mention a specific size this would imply alot of checking of destination pf.. does not sound easy to me.
     
    *kimmi* likes this.
  7. *kimmi*

    *kimmi* User

    Nope - it's not that hard to implement - you just use what the RC already offer: When you want to move a building you also buy a sort of building-site which you place where you want the building be moved to - you only have to tell which kind of building you want to move - and that part is already implemented - you're using the same part of RC when you buying a new building. So it seems to me, that the 'hard part' is to make it 'look good' - which also is the fun part of programming - and connecting the already existing buildings-blocks.
     
  8. Arsuru

    Arsuru User

    Or they could make it simple and just let us move them like the other buildings. It would be simpler, and we shouldn't have to pay a premium to move buildings. No need to over-complicate it just to get what we want. Mood/energy abuse won't be any more prevalent than with the current system allowing you to store high-consumption buildings.
     
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  9. wizardelo

    wizardelo User

    i agree wirh arsusu, the best and simple way is to make inventory option available for all game assets, i dont see how storing power plants or manufacturing can impact the gameplay, maybe somebody can explain.
     
    daniel23492 likes this.
  10. *kimmi*

    *kimmi* User

    @Arsuru
    @wizardelo

    If I may ask ... why haven't any of you open a thread in this part of the forum and proposed that the inventory should be able to contain any kind of buildings?

    If I thought it was an option then I would have done it.
     
  11. wizardelo

    wizardelo User

  12. Arsuru

    Arsuru User

    It's been proposed before, as wizardelo has kindly pointed out, and much more than that. It's probably the most requested thing, along with rotation. Usually, people would say it would be too easy to abuse, and proposed only one slot, or think that it's fine as-is as it forces you to think about placement. But the reality is that it was less of an issue before when there was only one playfield and, presumably, these needs weren't considered before expanding the game or the buggy mood/power application was an issue. Many buildings use more mood/energy than some manufacturing facilities and you can abuse that, so I don't really see any potential abuse as a reason to omit this capability. Such abuse is an incredibly short-term solution at best anyway.

    Still, I'd think it would have always been an option even with one field, since individual needs change. Not to mention that it is totally unreasonable to throw away all your work just to relocate things in a game that is continually changing and requires you to relocate things all-the-time.
     
  13. I like Kimmi's idea as it brings a bit of variety to the game. Moving Power Plants in this way can be easily accomplished just by a dialog menu, which let's you start "moving" process with the building, then move to the destination, open that dialog window again, and complete the transaction. Only then the process starts. It could be easily implemented in Inventory as another "Tab", and be accompanied by many different time, resources, mood, power etc. restrictions. For example your power would be down during the time of transfer, so you would have to plan when to do it. It could even have some short quest to start it as a form of "pay". There are many different way how to do it. I wish I had time to elaborate on these. Just simple moving through storage would do the job too.

    The point is: Ability to move Power Plants and Production Facilities between playfields is highly needed and desirable, and what Kimmi suggest, if properlly implemented, ads a bit of fun and gaming aspect to just simple moving.

    As I said, briliant idea Kimmi. Hope somebody will notice and at least give it a thought, when the time is right for further game developement. :) The only drawback, they might think it's too much programming for a feature which will not be used so much and is definitelly not core to the game, at least not at this moment.
     
    Last edited: Oct 15, 2014
    *kimmi* likes this.
  14. billyjim

    billyjim User

    To play devils advocate here: If you make this to attractive RC/BP might decide to implement this idea on all class of items to be moved. Adjusting the value and expense os such moves to each item. So tread carefully. :eek::eek:
     
  15. *kimmi*

    *kimmi* User

    Yes ;)

    Like your new job - cute - lol :p

    [​IMG]
    and you do know it's an important job in the development-proces.


    I don't understand ... what is mood/energy-abuse?
     
    Last edited: Oct 15, 2014
  16. billyjim

    billyjim User

    Thanks for the job designation! ;):D

    mood and energy abuse - It is possible to drasticly manipulate the system to adjust the mood and power levels in the game. Personally it is very labor and time intensive and requires keeping track of a number of factors to effect these levels to your advantage. Since we are not competing against anyone else. It is in my opinion more work than it is worth. :)
     
  17. *kimmi*

    *kimmi* User

    ... it's silly enough using time playing the game :p ;)
     
  18. billyjim

    billyjim User

    agreed
     
  19. wizardelo

    wizardelo User

    i would be very cautious about meddling with mood/power bug, even if this has been reported and never addressed or sanctioned, we may never know when they actually decide to open their computers and work on it. and all that extra power and mood will be gone,
    i try to keep a comfortable + on both so that if such day comes il be somewhat prepared for the loss.
     
  20. Arsuru

    Arsuru User

    All I meant by abuse was putting high-consumption buildings away so that mood/energy are high enough to get max rent/goods when collecting and then placing them back on the field, which is indeed labor-intensive and only good for a very short-term.
     
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