Crackedcubes wrote:Yes, I agree...I raised a rational, sensibly calm, and composed objection to the proposed addition of a "Merchant Skills" Academy Tech.
In regards to the results, usefulness and specific advantages and disadvantages of the proposed tech itself. My analysis of the proposed tech led me to the conclusion that this tech is the playground for a few players in the game and not the masses. I will elaborate:
Warehouse tech costs $396,178,562 to get to level 20 (assumes gold bars cost on average $2,400), so that's $165M in gold coins + $230M in gold bars to fully research Warehouse Tycoon. Thus, the proposed Merchant Skills tech will run $396M to fully research and take 90 to 100 days ( excluding factors such as increased research time speeds from higher level Academys).
Your average trade fleet of 4 LMMs and 1 Howker stores 540 crates. Let's use highest price resource (excluding gold bars) of iron for pricing. Assume average price of $20, that's $10,800 of gross sales in a port for 1 trade fleet. Assume player has fully researched "Merchant Skills" to level 20, then 20% of $10,800 = $2,160. With Officer's Contract Tech, the new happy medium for captain/ship count moves from 200 to 400 resulting in 80 trade fleets, give or take a few. 80 trade fleets times $2,160 "Merchant Skills: rebate =$172,800 times (say 12 trips a day) to sale your iron = $2,073,600 in additional income from the Merchant Skills tech.
Obviously, this tech is reserved for the players in this game that have been here the longest and have amassed substantial wealth. Thus, the "haves" benefit from the suggestion and the "have nots" just get left further and further behind. After 191 days (actually shorter time, because my example only looks at one side of trade route)the "haves" have fully recovered their sunk cost and now they exponentially move ahead in daily gold coin generation.
In summary, i did think through the details of your suggestion. My initial response was grounded in the analysis above,
Is your suggestion workable, achievable, etc.. Yes, but only for the select few. It only enhances the game for the "pay to play" or the crusty ole gamer that has $400M to blow. As a trader I love anything that increases my trade profits. But I think this does nothing to improve the game for the masses, just the elites.
Mack wrote:The more of this stuff we add the harder it is for the new people to even stand a chance
Meliva wrote:Mack wrote:The more of this stuff we add the harder it is for the new people to even stand a chance
if we don't add new content the older players will have less to do and the game will stagnate. newer players will always have a disadvantage. but not adding new mechanics simply to slow down or halt older players progress is not fair to them. some of them have played for years, they worked hard to get where there at. I know I wont be able to max out this tech if it gets added for a long time, but id still like the chance to start working on it.
Crackedcubes wrote:Meliva wrote:Mack wrote:The more of this stuff we add the harder it is for the new people to even stand a chance
if we don't add new content the older players will have less to do and the game will stagnate. newer players will always have a disadvantage. but not adding new mechanics simply to slow down or halt older players progress is not fair to them. some of them have played for years, they worked hard to get where there at. I know I wont be able to max out this tech if it gets added for a long time, but id still like the chance to start working on it.
There is plenty of "new content" to keep the older players busy. Current Academy tech amounts to a sunk cost of $2.5B and at most 1,106 research days . Of course, the research time can be lower with use of turns and increasing level of Academy.
In addition, look at recent events, it has taken several players ages to get to 1,000 captains. Just recently, we had a banker level out his bank to level 20. I would say, the older players in this game have plenty of "new stuff" to play around with, before additional items need to be added. Of course, if one "Pays to Play" and their pocket book is deep, then "yes" more stuff needs to be added. But, only admin and that particular player will know when that occurs.
Not adding new mechanics has nothing to do with slowing down older players, but simply retaining balance in the game. This "merchant Skill" tech is simply overpowering for merchants. Warehouse tyconn, storage contracts and various voodoo cards are sufficient for merchants to generate more than enough daily trade profits to build rivers of gold.
Crackedcubes wrote:Meliva wrote:Mack wrote:The more of this stuff we add the harder it is for the new people to even stand a chance
if we don't add new content the older players will have less to do and the game will stagnate. newer players will always have a disadvantage. but not adding new mechanics simply to slow down or halt older players progress is not fair to them. some of them have played for years, they worked hard to get where there at. I know I wont be able to max out this tech if it gets added for a long time, but id still like the chance to start working on it.
There is plenty of "new content" to keep the older players busy. Current Academy tech amounts to a sunk cost of $2.5B and at most 1,106 research days . Of course, the research time can be lower with use of turns and increasing level of Academy.
In addition, look at recent events, it has taken several players ages to get to 1,000 captains. Just recently, we had a banker level out his bank to level 20. I would say, the older players in this game have plenty of "new stuff" to play around with, before additional items need to be added. Of course, if one "Pays to Play" and their pocket book is deep, then "yes" more stuff needs to be added. But, only admin and that particular player will know when that occurs.
Not adding new mechanics has nothing to do with slowing down older players, but simply retaining balance in the game. This "merchant Skill" tech is simply overpowering for merchants. Warehouse tyconn, storage contracts and various voodoo cards are sufficient for merchants to generate more than enough daily trade profits to build rivers of gold.
Crackedcubes wrote:Meliva wrote:Mack wrote:The more of this stuff we add the harder it is for the new people to even stand a chance
if we don't add new content the older players will have less to do and the game will stagnate. newer players will always have a disadvantage. but not adding new mechanics simply to slow down or halt older players progress is not fair to them. some of them have played for years, they worked hard to get where there at. I know I wont be able to max out this tech if it gets added for a long time, but id still like the chance to start working on it.
There is plenty of "new content" to keep the older players busy. Current Academy tech amounts to a sunk cost of $2.5B and at most 1,106 research days . Of course, the research time can be lower with use of turns and increasing level of Academy.
In addition, look at recent events, it has taken several players ages to get to 1,000 captains. Just recently, we had a banker level out his bank to level 20. I would say, the older players in this game have plenty of "new stuff" to play around with, before additional items need to be added. Of course, if one "Pays to Play" and their pocket book is deep, then "yes" more stuff needs to be added. But, only admin and that particular player will know when that occurs.
Not adding new mechanics has nothing to do with slowing down older players, but simply retaining balance in the game. This "merchant Skill" tech is simply overpowering for merchants. Warehouse tyconn, storage contracts and various voodoo cards are sufficient for merchants to generate more than enough daily trade profits to build rivers of gold.