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Fantasy Business Design Doc - Multiplayer - Ideas to add?

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Like it! Here are some comments and questions:

quote:
Original post by GroZZleR
EMPLOYEES
All employees have the following attributes in a rank from 50 - 100. At creation, an employee will be given 50 - 200 points to be randomly assigned to an attribute. The total number of points used will determine the cost of that employee. For example, someone with 60 in all 4 attributes will be less than someone with 100 in all attributes. Specific fields will not greatly influence the cost, however. (Meaning: 60, 50, 50, 50 will not be more expensive then 55, 55, 50, 50)

I prefer words to numbers. Something like "Very Low" - "Low" - "Mediocre" - "High" - "Very High". You can still use numbers, but present them as words.

quote:

>Knowledge
Does the person know what they''re doing?
This will effect their overall performance as an employee. An employee who knows what they''re doing and is willing to work to do it, will be an invaluable resource. Knowledge And Work Ethic are the two most important attributes to have high.
I presume you have different kind of knowledge since there are different positions, or is this just a universal job knowledge regardless of the position applied?

quote:

PROPERTIES
All properties require a daily property tax of 2% x Purchase Cost. This keeps a cost incurring, ontop of the employees. If a corporation is in large financial trouble, firing all employees will not free them of daily cost.

- Headquarters
Given at the start, main building to run your operations.
- Small Warehouse
Cost: $10,000 Purchase.
Employees: 1
Storage: 1,000 widgets * Employee.
- Medium Warehouse
Cost: $35,000 Purchase.
Employees: 3
Storage: 1,500 widgets * Employee.
- Large Warehouse
Cost: $75,000 Purchase.
Employees: 6
Storeage: 2,000 widgets * Employee.
- Retail Outlet
Cost: $250,000 Purchase.
Employees: 6
Sales: 1,000 widgets * Employee.
- Large Retail Outlet
Cost: $500,000 Purchase.
Employees: 10
Sales: 2,000 widgets * Employee.
- Manufacturing Plant
Cost: $1,500,000 Purchase.
Employees: 20
Production: 1,000 widgets * Employee.
- Dock
Cost: $2,500,000 Purchase.
Employees: 20
Sales: 1,000 widgets * 1.30 Base Cost * Employee.
(Ships Overseas, the more docks the more potential money).
Do they have maximum amount of employees and widgets? I mean, can I put 100 employees and 100000 widgets in a small warehouse?

quote:

MANUFACTURING...
Like it. Pretty much like Pizza Tycoon.

quote:

SELLING CONTRACTS
COMMENTS DEFINITELY NEEDED HERE: Allow the players to sell widgets to the computer without a retail store (through some sort of contract) or introduce a smaller retail store and start the player off with that?
By computer, do you mean a computer customer, or a computer competitor, or a computer manufacturer?
quote:

EVENTS...
Include trends. Widgets that are currently hot or crap!

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Thanks, glad you like it =)

quote:
I prefer words to numbers. Something like "Very Low" - "Low" - "Mediocre" - "High" - "Very High". You can still use numbers, but present them as words.


I was actually going to use bars (red, blue, green, etc.) but that could work well too.

quote:

I presume you have different kind of knowledge since there are different positions, or is this just a universal job knowledge regardless of the position applied?


The plan was just to have a simple field, and you can sort the results by available Labourers, Managers or Executives. Is there really a need to make it more specialized with that sort of a set up?

quote:

Do they have maximum amount of employees and widgets? I mean, can I put 100 employees and 100000 widgets in a small warehouse?



Might not be too clear, sorry. Employees is the maximum of employees you can house (in a small warehouse, 1) and you can store a maximum of 1,500 widgets per employee in a small warehouse, so realistically, a max of 1,500 widgets.

quote:

By computer, do you mean a computer customer, or a computer competitor, or a computer manufacturer?



In this case I mean a computer customer. For example, a random AI will post "Wanting to buy X widgets at Y cost" and if someone can meet the demand, sells them to it. Otherwise, it'd be strictly a Day / Turn based thing through retail outlets. I'm still not sure if I like the 'contract sale' idea without a retail store. What are your thoughts?

quote:
Include trends. Widgets that are currently hot or crap!


Sounds good =)

[edited by - GroZZleR on March 28, 2004 11:36:39 PM]

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Been smoothing out the design doc some, hopefully its more clear and concise this time. I''ve gone ahead and decided to go with retail outlets as opposed to being a ''middle man'' between two computer controlled companies.

Heres the new doc:

You are a CEO of a ficticious corporation. To survive in the cut-throat
industry of widgets, you must outsell, outmanage and outperform your
competitors.

The key to surviving is by hiring the right executives, managers and
sales staff. You must balance production of widgets with the sale of
widgets to try to keep costs low and revenues high.

DAYS / TURNS.
Every 24(?) hours, a ''turn'' for the entire game is taken. A turn
generates all revenue for the day, runs all events currently
pending and adds new events.

EMPLOYEES
Employees are ranked by 4 attributes: Knowledge, Work Ethic,
Personality and Loyalty. The minimum possible rank is 50 and
the maximum is 100. At creation, an employee will be given
between 50 and 200 points to be randomly assigned to all
attributes. The total number of points used, will determine
the daily cost of that employee. For example, someone who
is given 50 points at creation will be worth less than someone
given 100 points. Actual point assignment is irrelevant to cost,
basically someone with 60 in two skills will not be cost more
then someone with 55 in all four.

1. Knowledge
This attribute affects the general skill of the employee.
Someone who knows what they''re doing will generate more
output then someone who doesn''t.
2. Work Ethic
Someone with a high work ethic tends to be motiviated.
They come into work willing to work and get the job done.
Output will increase when work ethic is high.
3. Personality
Someone with a high personality will be a joy to work
around, and end up increasing the productivity of
all employees in the same building. This is an
attribute you want high for your managers.
4. Loyalty
Someone with a low loyalty may up and leave at any point.
They might also cause problems on person, trying to screw
over your corporation.

EMPLOYEE POSITIONS
- Executives (Very Expensive)
Executives give your corporation an overall ''boost'' to a
particular area. Executives can only be hired to work at
your headquarters.
- Managers
Managers run the specific building they''re assigned to. Every
building must have a manager. Managers have a large influence
on the people working for them, and thus, an influence on a
particular buildings output.
- Labourers
The brute labourers of your buildings. These people are the
most directly responsible for your building''s output. Happy
workers produce more, feel happier about themselves and may
even increase their corporate loyalty.

PROPERTIES
Properties require a daily property tax of 2% x Purchase Cost.
This keeps costs incurring, to prevent corporations from
firing all employees and ''suriving the hard times'' instantly.

- Headquarters
Player starts with this, and houses all executives.
- Small Retail Outlet
Cost: $100,000. (Given 1 at the start)
Max Employees: 3.
Sales: 500 widgets (max) x Employee.
- Medium Retail Outlet
Cost: $250,000.
Max Employees: 6.
Sales: 1,000 widgets (max) x Employee.
- Large Retail Outlet
Cost: $500,000.
Max Employees: 10.
Sales: 2,000 widgets (max) x Employee.
- Small Warehouse
Cost: $10,000.
Max Employees: 2.
Storage: 1,000 widgets (max) x Employee.
- Medium Warehouse
Cost: $35,000.
Max Employees: 4.
Storage: 1,500 widgets (max) x Employee.
- Large Warehouse
Cost: $75,000.
Max Employees: 6.
Storage: 2,000 widgets (max) x Employee.
- Manufacturing Plant
Cost: $1,500,000.
Employees: 20.
Production: 1,000 widgets (max) x Employee.
- Dock
Cost: $2,500,000.
Employees: 20.
Sales: 1,000 widgets x 1.30 Base Cost x Employee.
(Overseas revenue generates the most money).

MANUFACTURING
Widgets are manufactured by those who own their own Manufacturing
Plant or through computer controlled manufacturers. These
computer manufactures solely produce widgets. Contracts are
sold either on a per unit basis (X widgets for Y price) or on a
daily delivery routine (X widgets for Y price for Z days).

THE FAIR MARKET
Corporations with a surplus of widgets can place their widgets
on the fair market. Other corporations can then purchase widgets
(per unit only) from these corporations. This allows
corporations to focus solely on producing a lot of widgets and
not selling through retail, focus on retail only or focus on
both. This extra mile of choice should be a nice change of
pace.

ADVERTISING
Advertisments last for one day. All retail outlets will sell
slightly more widgets depending on the type of advertisment
(tv, radio, paper, etc.).

EVENTS
Events happen during a day. Some examples might be fire,
flood or other natural disasters. Not all events will be
negative.

BALANCING
Corporations will be divided into a Star rating system.
A 5 star corporation will be the most profitable, and a 1
star corporation will be where the players start. Corporations
will be in direct competition with all other corporations of
their star rating and only those of the same star rating.

This will prevent the 300 day players from interfering with the
3 day players and allows the game to avoid being ''reset'' to
fix this issue. Once a corporation receives a certain star
rating, they can not go backwards. So being a 5 star corporation
and running into financial trouble will not throw you back
to a 1 star corporation unless you decide to close shop and
restart.


Anyone have anything to input / add? Great ideas so far.

If anyone can come up with ways to make it more ''fun'' and less ''spreadsheet'' gaming that''d be awesome as well. I think the events will help break up the monotony of the game. Random events like: "Whoever produces the most widgets today will receive a 10,000 dollar cash bonus" and things of that nature.

Any other ideas that fall in a similar vein (not neccesarily an event)?

Keep those great ideas coming =)

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