David Bethel
How sacred are merch complexes ?

Do you give a poop about how many you have (other than associated complex requirement) or is it just the money that important ?
Sjaak
QUOTE (David Bethel @ Jun 9 2004, 01:51 PM)
How sacred are merch complexes ?

Do you give a poop about how many you have (other than associated complex requirement) or is it just the money that important ?

Merchandising is good for two things at the moment.
Income from sales to the local population and the fixed income. In some cases you have got more merchandisers complexes then you can ever sell to the local pop. But you keep building them, because you need the fixed income. So, you actually invest stellars/minerals/factory output in new stellars gained.

In my eyes both are equally important. But the fixed income (per merchandising complex) goes first.

I think its important that an new base doesn't have got the financial impact (=income from the complexes) and the sales oppertunity then old established starbases already got.

The number of complexes is also an financial drain to your system, as they need employees...

But basically, the basic income and the oppertunity to invest money into new sales-possibility is whats important from me.
Mandible
QUOTE (David Bethel @ Jun 9 2004, 01:51 PM)
How sacred are merch complexes ?

Do you give a poop about how many you have (other than associated complex requirement) or is it just the money that important ?

My main consideration when building an extra merch complexe is what I could do with those modules - if I can get more profit from something else, then I would build that.

All a merch can do is supply money - either directly in the weekly income, or indirectly through allowing the sales to the population, so the only other concern is the cost to run them.

So from a cost point of view (number of employees, number of modules), yes I care how many I have smile.gif
HPSimms
Any changes should not result in a loss of current income, even if it provides opportunities to enhance same.

Geoff
Avatar
Or like the furry mandible says an increase in costs.

Mind you it's not exactly the same building up 10 complexes and its workers, or having 1 complex 10 times as big and with 10 times as many workers.

Sam_Toridan
QUOTE (David Bethel @ Jun 9 2004, 02:51 PM)
How sacred are merch complexes ?

Do you give a poop about how many you have (other than associated complex requirement) or is it just the money that important ?

Only sacred in the sense that they generate 99.99999% of your income. I'd assume that everyone maxes out their local merchandising values as a matter of course. Never really had an issue with how much I can sell/week to the population as most of my colonies worlds have a couple of hundred MU capacity at best.
Ro'a-lith
Merchandising complexes themselves aren't much of an issue - as long as the fixed income levels remain the same/similar, or are relatively easily re-attainable through production of consumer goods for sale to the population (IE merchandising complexes producing saleable goods to sell to planetary populations via the starbase market).
Sjaak
QUOTE (Ro'a-lith @ Jun 9 2004, 04:58 PM)
Merchandising complexes themselves aren't much of an issue - as long as the fixed income levels remain the same/similar, or are relatively easily re-attainable through production of consumer goods for sale to the population (IE merchandising complexes producing saleable goods to sell to planetary populations via the starbase market).

Isn't that what they are doing right now??

I always assumed that they sold some stuff to the local pop in the region and that they did that by producing some goods which can only be made in starbases...

Dan Reed
complexes themselves, not at all - so long as the income potential is preserved.

But like with the heavy/light hulled shipbuilding fuss, some here have concentrated on building up merchandising and so on, whereas others (who presumably had larger stellar balances at conversion so could afford to absorb the losses for a time) built more factories/research/etc.

Obviously, I don't have access to that kind of information, but if merchandising complexes disappear (or get radically restructured), it would probably be a good idea to look at the quantity built by each aff since the conversion, and compensate appropriately if the pattern of build is irregular biggrin.gif

Dan

balakhayt
The Merchandising in my regard is used to generate income... they matter as much as they use up complexes that a Command center can control and you use employees to run them.

Personally I dont built all the merchandising complexes that I can since at some point you use more employees to run the complex than the complex actually generate income for.

But the main usage is the money they generate. If they didnt generate any money then I doubt people would build them... depending on what they would be used for otherwise of course smile.gif How many goods a colony could actually sell on the market on a weekly basis perhaps ?

If the income were abolished then I would imagine a lot of affiliations would go bankrupt! If not then Phoenix would turn into a merchant game where the main focus were to generate income in order to break even every week... in other words I think all the powerplayers would leave asap.

Soren
Mica Goldstone
QUOTE (Dan Reed @ Jun 9 2004, 05:16 PM)
Obviously, I don't have access to that kind of information, but if merchandising complexes disappear (or get radically restructured), it would probably be a good idea to look at the quantity built by each aff since the conversion, and compensate appropriately if the pattern of build is irregular biggrin.gif

Excellent point.

So to summarise.

Not important as long as at least same dosh is forthcoming and a restructure does not improve any other faction wink.gif
Sjaak
QUOTE (Mica Goldstone @ Jun 9 2004, 05:34 PM)


Not important as long as at least same dosh is forthcoming and a restructure does not improve any other faction wink.gif

Which is a bit obvious :-)

Maybe it would be smart/helpfull to tell what the problem is, or the suggestion, this way we can *all* think loudly on possible solutions/idea's.

You get an load of smart people here, and although we mostly tend to disagree on almost everything you might pick up some smart idea's

I might suggest, to take this is a bit slower then the last change, as some of us are still recovering from the last major change :-)
David Bethel
QUOTE
Maybe it would be smart/helpfull to tell what the problem is, or the suggestion, this way we can *all* think loudly on possible solutions/idea's.

No problem, just gauging opinion before even bothering to think about things.

QUOTE
I might suggest, to take this is a bit slower then the last change, as some of us are still recovering from the last major change :-)


No more negative change we hope. We are just having to rethink what to do with merchandising after the stight realisation that it can not raise merch output on a planet if you improve the infra structure (we are trying to think through lots of stuff you can actually extract from a planets population without production or cash being the result.....).

Also we do like to take things slower, hence starting to discuss stuff now. When playign with combat.... note i did start the same thing with combat a while back and the result was the wirlwind changes after thigns became apparent.
Ted
Hi all.
Don't mind if merch complexes are changed so long as income isn't affected!

Someone mentioned possible moans from players who concentrated on factories instead of merchs.
I might have a little moan as in the last few months leading up to the conversion from BSE to Phoenix I had my colonies churning out modules by the hundreds..well dozens rolleyes.gif to build merch complexes ready to generate a large income at conversion.
I could have been building ships by the dozen instead...so I don't want to be screwed over this thank you very much!!!! dry.gif

All of the above is very tongue in cheek by the way!!!! tongue.gif
Dan Reed
QUOTE (Ted @ Jun 9 2004, 09:51 PM)
Hi all.
Don't mind if merch complexes are changed so long as income isn't affected!

Someone mentioned possible moans from players who concentrated on factories instead of merchs.
I might have a little moan as in the last few months leading up to the conversion from BSE to Phoenix I had my colonies churning out modules by the hundreds..well dozens rolleyes.gif to build merch complexes ready to generate a large income at conversion.
I could have been building ships by the dozen instead...so I don't want to be screwed over this thank you very much!!!! dry.gif

All of the above is very tongue in cheek by the way!!!! tongue.gif

Speaking personally, around the time of conversion most of my merch complexes came from the great "balancing act" ... and I had next to no opportunity to increase merch complexes at the starbases I held at the time. I don't feel that I should benefit from all those complexes. In fact I very much doubt I'd get any of the compensation I suggested might be needed. Perhaps it would also be worth specifying "complexes built after conversion from modules built after conversion" but then everybody before the conversion had production building ships/mines/factories/SOMETHING I expect.

That is why I suggested that David/Mica "compensate appropriately" - not "compensate"... I don't have a crystal ball, and can't see what was happening in that kind of regard across the game as a whole....but I do have great respect for Mica's ability to spot a situation where somebody has been taking the piss or exploiting a loophole tongue.gif

Dan
Garg
have compensation not just been shoot down in regards to hulls??? so why now compensation for anything else?

Are there going to be a Phoenix2 game at some point? because i feel that Phoenix have been screwed up too much, especially balance, fairness and rules wise.
David Bethel
QUOTE
Are there going to be a Phoenix2 game at some point? because i feel that Phoenix have been screwed up too much, especially balance, fairness and rules wise
.

I assume this is directed at the current changes ? The one to restore the balance ? Rules wise nothing much has changed, to be fair most of the changes are +ve just based on how much time i spend on them compaired to how much time i had to spend on the resent balance.

I don't think there can be a second phoenix game but there will certainly be no phoenix 2, we will just continue to improve the current game.
Garg
Ohh well, wonder if there is any games out there, that started from scratch with their history smile.gif
Lurker
KJC have some other games you could try! laugh.gif
Garg
tried its a crime once, but the style of phoenix is what i would like, but it needs to be past beta and be better balanced smile.gif

KingsPirate begin soon!!!! smile.gif
Mica Goldstone
QUOTE (Harlow @ Jun 10 2004, 08:58 PM)
tried its a crime once, but the style of phoenix is what i would like, but it needs to be past beta and be better balanced smile.gif

KingsPirate begin soon!!!! smile.gif

Ah, the logic of On-line gaming at its finest - "If it has not started yet, it must therefore be the best game ever written." huh.gif

Good luck, hope it all works out for you.
David Bethel
QUOTE
but it needs to be past beta and be better balanced

Providing its not been running long it will be balanced smile.gif These damn games have a tendency of growing very fast, especially if there are few real world money constrains.

Polaris was a typical example of this - it looked balanced and wonderful on the surface but when you start to think that there had never been a major space battle you have to wonder how well it would have worked if it had run more than a 1.5 year. Certainly we had the game is a terrible spiral situation, the amount of cash and materials we had were insain..... The only thing that held it back was complication - which we removed by writing utils to run colonies automatically. So moral is that balance is easy to pretend you have but difficult to really get.

QUOTE
KingsPirate begin soon


whats that then ? Seems to turn up nothing on a search
Mandible
QUOTE (David Bethel @ Jun 9 2004, 07:00 PM)
No more negative change we hope. We are just having to rethink what to do with merchandising after the stight realisation that it can not raise merch output on a planet if you improve the infra structure (we are trying to think through lots of stuff you can actually extract from a planets population without production or cash being the result.....).

Hopefully improving infrastructure will give something comparable to investing your time/mus in different fields - like war fleets, for example smile.gif

I would like for the return to have a value (not necessarily production or cash) - say, a Reputation figure for that planet. What that can be used for could be determined by SA, as each population will give something different depending on its culture, location, race, etc. But it could still have quantifiable returns. As an example, you could find out that if you have a Reputation figure of xxx, the population will defend your base if its attacked (sending a local militia on day 3 or something - it takes them a while to turn up). Or there could be certain items you can research/build that need a minimum Reputation value for them to be useable (because of the unique nature of the planet it needs their cultural knowledge and support). Or you could spend/reduce your Reputation by getting them to do things for you (spend xxx Reputation and learn the location of a high mineral yield for yyy resource, for example). It keeps it fluid to allow roleplay, but gives definable targets to achieve something (you will be told how much Reputation you need).

You can do most of these things now, without the reputation value (by just giving the modules, mus in return for something), but for me having that defined Reputation gives a goal to aim for.

The return has to be equal (though different) to what you could have gotten through building weapons, ships, etc

Mark
Garg
Kingspirate ran for a while, not a major game or anything, but with mark cullup as GM, was great fun smile.gif

Phoenix began ok, even thought i would have preferred a reset of it all, to ensure nothing ruins it right away, but as rules have changed, it have also become impossible to plan anything, because you dont know if what you make will be a total waste of time in just a week or month suddenly.

I know more in the game now, have begun to limit trading, keeping their stellars, because they dont know what to expect anymore, you might after all cripple their merchandising income or make mines cost more, depending on what you think is good for the game. especially the merchandising bit is annoying, because it was talked about to limit it, then it was pushed aside and now you are talking about it again, so i guess this means it will come up often, until players agree to them being changed smile.gif
finalstryke
QUOTE (Harlow @ Jun 12 2004, 12:40 PM)
Phoenix began ok, even thought i would have preferred a reset of it all,

If the game had been reset what aff would you have joined? (and wouldn't it have been a bit claustophobic with all the players affs being stuck in Capellean system again?)
Garg
did not mean a total reset, but setup the current affs ofc, hey even if FCN was not to exist then would i find another aff to be in smile.gif

Clay
Contrary to Harlow's extreamly anti-Phoenix and anti-GM attitude at the moment, I'd like to state that we don't all feel like that. We're not all saving our Stellars and living in paranoia incase you change the entire game benieth us - even if Harlow believes we all are. mad.gif
Personally, I have faith that the game will only get better - even if sometimes the transition is difficult for some players/affs. cool.gif

Moving back on track a little: Merchandising Complexes.
While I agree with others that have said the Stellar income is important, I don't neccassarily agree that the Merch Complexes themselves are un-important. The system of interaction between the planetary populations and the Starbase (and affiliation) mainly takes place at Merchandising Complexes. I therefore believe them to be an extreamly important In-Game device. They make sense and open opertunities for exploitation, attack etc... Lots of SAs can centre around the Merchandising area of a Starbase.
If Merchandising Complexes go, then they need to be replaced by something else. An embassy or something that retains the population/employee, planet/starbase, government/affiliation AND play/game-mechanic links.
ABBA
QUOTE (Clay @ Jun 12 2004, 11:56 PM)
I'd like to state that we don't all feel like that. We're not all saving our Stellars and living in paranoia incase you change the entire game benieth us - even if Harlow believes we all are.  mad.gif
Personally, I have faith that the game will only get better - even if sometimes the transition is difficult for some players/affs.  cool.gif


And just to set the record even straighter, SOME of us do basically agree with him. I think the recent changes were designed not to upset the 'big payers and power players' in the game, and seem to have failed even in that. I'm still trying to work out what to do now that the GM has made the 6-8,000 heavy hull battlefleets, held by some individual players, unmatchable. It's now just a question on what power block to join.. or whether to bother at all. I'd join a restarted phoenix, even under the new rules, like a shot. I'm just not sure about playing on as a permanant underling against players who've taken advantage of a different set of rules than are now in force.

TonyH
nortonweb
Here Here Clay. Total agreement.

I agree some players think the changes will bring about a better game.

Maybe it will cause some players problems in the short term (me counted) but in the long term the game will end up with a lot more depth than the mass fleet heavy hull combat game some were turning it into.

And why would Mica and David who have spent so much of there 'own time' that’s unpaid personal time, coding and thinking and discussing the future of this game do something that would destroy the game for most players.

I'm a fairly new (for phoenix) player who has had to claw my way to where I am now, saving stellars, doing deals and performing some dodgy actions and I can't see how the changes will do anything apart from make my gaming experience more challenging.

Keep up the good work guys (that’s David, Mica and everyone who spends their personal time thinking and playing to make this the massive complex and engrossing game that it is).

Now back on topic :-)

Pete
ABBA
QUOTE (nortonweb @ Jun 13 2004, 06:26 AM)

I agree some players think the changes will bring about a better game.

Maybe it will cause some players problems in the short term (me counted) but in the long term the game will end up with a lot more depth than the mass fleet heavy hull combat game some were turning it into.

Pete


I agree. I just think the changes as implemented were about the worst possible way of doing it. They preserve the 20,000 hull 'mass fleets' of the existing factions, but make it four times harder for anyone else to replicate them.

I was just talking to a pd on irq last night who summed it up precisely : "Now, instead of well matched enemies, all we can do is go against people with no fleets at all". Exactly one aspect that these changes were supposed to avoid - the hoarding of military resources for use only with overwhelming odds, because they're too valuable to risk.

I would like to see some statistics - what proportion, roughly, of the "hard earned" battlefleets were the benefits of just the last eighteen months, rather than six/eight/ten years of dedicated play? Should be an easy figure to acquire - heavy hulls total with a position number > 9999 as a proportion of the total, for each aff.

As for adding depth to the game - all we've had so far is endless combat refinements and long term goals for other 'infrastructure/trade' stuff with no date and no progress. And now the prospect of another 'blitz' change on merchandising complexes, with GM-assessed compensation for the change.

Mica, I assume, is paid for this. David does it for FREE?

TonyH
Sjaak
QUOTE (ABBA @ Jun 12 2004, 11:15 PM)
QUOTE (Clay @ Jun 12 2004, 11:56 PM)
I'd like to state that we don't all feel like that. We're not all saving our Stellars and living in paranoia incase you change the entire game benieth us - even if Harlow believes we all are.  mad.gif
Personally, I have faith that the game will only get better - even if sometimes the transition is difficult for some players/affs.  cool.gif


And just to set the record even straighter, SOME of us do basically agree with him. I think the recent changes were designed not to upset the 'big payers and power players' in the game, and seem to have failed even in that. I'm still trying to work out what to do now that the GM has made the 6-8,000 heavy hull battlefleets, held by some individual players, unmatchable. It's now just a question on what power block to join.. or whether to bother at all. I'd join a restarted phoenix, even under the new rules, like a shot. I'm just not sure about playing on as a permanant underling against players who've taken advantage of a different set of rules than are now in force.

TonyH

Hi Tony,

Well, in some sort of thing, I agree with you. The decrease from 8-4 was an perfect example... And I am very much pissed off with the fact that the Light/Xlight are not modified downwards.. Even an 10% decrease would have made me happy.

The free maintaince was also almost exclusively in the benefit of the heavy-hull owners. Which I don't really like. But on the other hand, the fact that an maintain visit will cost you a lot of stellars or factory production is a good thing. I think that making warships easier to destroy also would be an better solution. I hope that the new war-rules will help on this, especailly as it introduces new possibilities inside the battles.

I do got another little problem.. The neverending stream of modifications of the last couple of months.. which got the habbit of only TAKING away.

Lets recall some of the last changes:
1. Increase of control complexes for platforms
2. Decrease of periferies modifications.. (I haven't seen an single INCREASE!!)

3. The last increase of Heavy Hull/Normal Hull production.
4. The last increase of patches costs.

In all of those cases, stellars/production income is reduced and costs are increased.

I have also seen some players dropping out due to those chances, which is in my view an even worse situation. We already need more players (some affls only got 1 or 2). So every player counts. Peter and I compensated for the loss of Dan inhouse, but if we loose another player I am not sure if the last one remaining will be able to compensate...

Lets say it clear and obviously. The income of the merchandisers is my lifeblood. If this get reduced, I won't be able to compensate for the bases who are making an loss., and I will turn then back into outposts, fire the employees and probably scrap the factories. This means that the uniques which I produce there, will ofcourse be taken off the market (as there is no market anymore) and will be sold inhouse.

I can only assume that I won't be the only players, making sure that only bases on big fat green planets (or those who make profit on other ways) will be left alone. I am not sure what happens if multiple players start reducing the number of bases, but I don't think it will be an good sign.

Ofcourse I got some idea's how to transform the current merchandisings into something differently, and I also figured out how to make sure that the current crop of income is kept in place. It will mean an considerable effort on the part of the GM"s... As they need to compensate on a structural base and that means some database changes. But it can be done.
Mandible
Can this thread please keep on topic ie merchandising. If other aspects of the game - like the hull shift - want to be talked about please use those topic threads.

biggrin.gif
David Bethel
QUOTE
David does it for FREE?


No i get paid a little for phoneix, currently i'm considering going to work at tesco as on the tills as it gives more job satifaction, money and prospects . Being told that in 2 years that nothing has been improved is really not nice.

However although i get paid for phoenix - i get paid the same if i ignore it as if i do work on it. So really all my time is spare time.

QUOTE
As for adding depth to the game - all we've had so far is endless combat refinements and long term goals for other 'infrastructure/trade' stuff with no date and no progress. And now the prospect of another 'blitz' change on merchandising complexes, with GM-assessed compensation for the change.


It does occur to you that the change in merch is part of the infra structure changes and noone will lose a penny in max revenue at a starbase. Now i have said this once already and i'm appalled at your lack of respect for what I have said. I'm only human, i make mistakes and thats why the compensation words always come up - but since you have a total lack of trust for what we do then i can never be enough.

Now you make a lot of noise on these forums but i suggest that you reread the forums rules because i find your lack of respect distressing.
Ro'a-lith
At the risk of brownnosing - the game has certainly made a lot of progress, especially with this latest round of changes.

Yes, they certainly do affect the people who didn't spend time investing in heavy hulled vessels more than those who did invest, however who is to say whether everyone would have invested knowing about these changes in advance or not?

I for one am certainly looking forward to playing the game under these new rules. And yes, before anyone asks they did affect me too - in fact the very week before the changes came into affect I had just issued a standing order to build one combat vessel a week. Think I was amused?
Garg
Clay i never said everyone is doing that, but many do actually.

David, this game is better then BSE, but i quit BSE because it was boring old fasion, my problem with Phoenix is now, that i cant plan ahead, because any plans i make, could be made invalid by Mica or you, because of what others do or because my plan might make me unbalance the game.

And i am sorry that i lost trust, but in BSE did mica redo lots of stuff, never telling us about it, until it was too late to do anything about it. So i did have high hopes for phoenix, but now seen the same stuff happening here, which is too disappointing. But i have not said much against you as such, because i dont really know much of what you do, except program stuff for the game.
Garg
in regards to merchandising complexes, a month or two ago at most, there was talk about reducing their income, this was dropped i guess due to too many complaints, but now its up again, as i say its redo time big time these days.

But reducing their effect will most likely have a bad effect.

1) remove global income, might be only income you can remove without players notishing too much, but will effect affs overall income.

2) reduce local income = some starbases becoming outposts, meaning less real money for KJC.

3) reduce local income on new starbases on huge populationed planets like mobile bay, will be unfair on new starbase owners and might give affs with hardly any good planets options in a very unfair situation.

Might be more, just cant think of any right now <g>
David Bethel
QUOTE
in regards to merchandising complexes, a month or two ago at most, there was talk about reducing their income, this was dropped i guess due to too many complaints, but now its up again, as i say its redo time big time these days


Yes that would be nice wouldn't it but it is a non-starter. If we had it all over then merch income woul dbe a lot lower, but 'sadly' that not going to happen.
David Bethel
QUOTE
At the risk of brownnosing - the game has certainly made a lot of progress, especially with this latest round of changes.


Well i was just looking for ppl to perhaps notice that there have been changes for the good - but the online/offline order editor changes have been totally ignored because the pixies did them.

I also know what has been changed in the game as i document every change as they are sent to KJC and there has been a lot of stuff done.

All i want is to see sensible argument and not just constant uninformed griping, which make me less motivated to do stuff.

Also i will quote somehting from the forum rules :

QUOTE
I reserve the right to close/delete/move posts or threads without explaination or warning.
This is not a official KJC site and booing to KJC about my actions will only upset me.
Sjaak
QUOTE (Harlow @ Jun 13 2004, 01:24 PM)
David, this game is better then BSE, but i quit BSE because it was boring old fasion, my problem with Phoenix is now, that i cant plan ahead, because any plans i make, could be made invalid by Mica or you, because of what others do or because my plan might make me unbalance the game.

I think that *this* is the main point which needs to be addressed. Most people will understand the reason for the changes, but still won't like it.

For warlike affs, which already got an massive fleet, the increased cost of production is a bitch, but will effect everyone involved. They probably need to do some major restruction in their production (which costs time) but it is an one time event.. if rules don't change again.
For players who just got their warship production started thats is a major cause of frustration, but I think they might be able to swallow it. Not all of them, but nothing you can do will make everyone happy. :-)

Merchandising income is an total different problem.. It will effect everyone and those with an very low net cashflow already might not be able to survive it.

Lets face it, the reason why 'garden world' are such in high demand is not the fact that you can sell lots to it (you need to get the goods first) but the fixed stellar income. Decrease that and you will see that profitable starbases (which fund the research, ships etc) will not be able to sustain the loosing outposts and starbases.

Real money won't make it possible to compensate it with more starbases, so their total expansion will have major problems.

Oh yes, I noticed the changes in the online editor and the increase information available was greatly appriciated...
David Bethel
<rant>
QUOTE
Merchandising income is an total different problem.. It will effect everyone and those with an very low net cashflow already might not be able to survive it.


Which is probably why i have said repetively that:

THERE WILL BE NO CHANGE IN MERCH INCOME.

I went further and said they will be no change in the maximum merch income. Here it is:

QUOTE
It does occur to you that the change in merch is part of the infra structure changes and noone will lose a penny in max revenue at a starbase. Now i have said this once already and i'm appalled at your lack of respect for what I have said. I'm only human, i make mistakes and thats why the compensation words always come up - but since you have a total lack of trust for what we do then i can never be enough.


I put applled in bold on this one. I'm sick of ppl not bothering to listen to what i put here. I'm happy to answer question etc but when the answers are ignored the delete button will be pressed a lot more.
</rant>

The point of this thread was to ask if ppl cared if the merch complexes changed nothing was ever suggested about changing the revenue.

Sjaak
This is just an basic idea of an possible way to enhance the merchandising complexes.. I bet that lots of people will be able to shoot big holes in my idea's, so please be patient and try to look from a possitive way :-) I am not sure if this is already suggested, but one idea in the hand is better then none.

If you don't like my idea, would you be so kind of offering an alternative idea?? This way we will offer KJC a range of idea, to think over them..

At this moment merchandising is an build and forget complex. You once calculate what the maximum amount of complexes you can build which earns more then the costs of running then, and you make those. At the moment you get those, you won't build any more. Any action you do (except getting new civilians or terraforming) won't have any meaningfull input on your profits. Total profits is statics. The only reason to build more merchandisings then its adviseble based on global/local income is when the population is so big, that you can need the complexes to sell to the population.

Basically merch complexes are boring :-(

I suggest to change the way local/global income are calculated. At this moment two bases only a sector away from each other, have got the same local income. I think this is (altough easy to programm) a bit unrealistc. If you get two bases next to each they will compete to the buyers in the same region, so the total income will be split up. Why should two bases on the other side of planet compete for global income and two bases on the same sector still get the local income like they are the only base in the region. More reasonable would be to give each sector its own independent number of civilians and let they move to the nearest starbase. This way adding new civilians to the region will make the local income of the base who invests into new civilians worthwhile. *He* will get the benefit not everyone on the planet.

Merchandisings complexes as we know could be modified into severall new types.
1. The complexes who acts as shops. For each complex you can sell 100 mu to the population, independent from where they come from.
2. Complexes who acts as public transport. The more transport you offer, the more people will come to your base to buy your goods.
3. Advertising complexes. Those complexes will increase the awareness of the goodies you can buy from your base. They will add as an aditional modifier above your normal selling price.

At the moment you introduce new goods, people won't know about them, so the modifier will be zero or even negative. Your advertising complexes (which still cost 10 stellars) each won't be able to sell goods to the public as they are bussy advertising, but will increase awareness which will increase future sales.

Public transport complexes will increase the number of buyers, maybe only from the global market, or from other bases. I am not sure about the last one.

The extra function will be just that. Extra function, they will still give the basic income, but only for the local side. The global side needs to be earned.

Instead of just selling to the population, you will add them to your shops inventory. Income will depend on the factor of the transport offered (for global demand) and on the advertising. An sell of the same products over and over again will need that you need more advertising then if you give them lots of different goodies. If you know that some goodies are comming you might even start advertising in advance so that demand is high.

This idea will cause lots of problems when introduced. At this moment you choose your base built on minerals deposits. I suggest that an ontime chance of location will be allowed, and that you can take your minerals deposits with you. This way nobody will get any benefit. In case of multiple starbases, it might be easier if Mica/David will look into this and modify the local population and location of the base accordingly. This is going to be an problem..
Sjaak
QUOTE (David Bethel @ Jun 13 2004, 07:02 PM)
THERE WILL BE NO CHANGE IN MERCH INCOME.

I went further and said they will be no change in the maximum merch income. Here it is:

The point of this thread was to ask if ppl cared if the merch complexes changed nothing was ever suggested about changing the revenue.

oops!

Okay. Thats now absolutely clear... Looks good to me... Now lets try to add some more 'atmosphere' or 'options' in those 'boring' complexes.

Anyway, think of my last message as an way to think with you about how we could enhance the basic idea of the merch.complexes. This is the best I can come up with... Feel free to sabre them down, but please tell me WHY you don't like them.

Steve-Law
How do you keep the local population local? They are free to move around as they want (especially as not all populations are primitive natives). Although I agree that "local" and "global" would suggest that, maybe there is meant to be some other meaning to those terms?

Some merit in the *idea* but over-complicating things (back to Sim City again?) and causes a lot of problems (as you've mentioned yourself).

Also, if local trade income varied across the planet I'd want (expect) to be able to decentralise my trade outposts (put them in different locations to get better trade) and this would mean major changes with major knock on effects.

Maybe when we hear how the local government works will can have more ideas along these lines?
Sjaak
QUOTE (Steve-Law @ Jun 13 2004, 07:51 PM)
How do you keep the local population local?  They are free to move around as they want (especially as not all populations are primitive natives).  Although I agree that "local" and "global" would suggest that, maybe there is meant to be some other meaning to those terms?

Some merit in the *idea* but over-complicating things (back to Sim City again?) and causes a lot of problems (as you've mentioned yourself).

Also, if local trade income varied across the planet I'd want (expect) to be able to decentralise my trade outposts (put them in different locations to get better trade) and this would mean major changes with major knock on effects.

Maybe when we hear how the local government works will can have more ideas along these lines?

Populations is ofcourse free to move.. But giving free transport to the starbase will give the same effect.

For me I don't like the local goverment idea's... I am not sure what they add to the game, it only makes it more difficult to get an footing and it might give the local base a too much advantage. But I am open to suggestions..

What I am thinking is giving players options to spend the current merch. complexes with an second task. We just assume that the basic income will stay the same, but you start to fiddle with the sales of your goods.

Now, people try to dump their goods in a more concentrated way. The base owner is free to decide what the local pop can buy. Which is ofcourse a bit silly. In the current economy custumers can choose what to buy and when.

An alternative idea would be that the basic income only gets produced in the starbases, but that you can offer the other options in outposts. The more advanced the system is, the more less transport is needed and the more free the civies are.

And to your complaint that it will make the game more simcity like, well, the new battle options are really much welcomed by the warlike affls. I do think that this is also an way to overcomplicate things, but untill now you haven't heared me complaining. I do think that another way to play with the merchandising side of the game would be appricated by the traders..
Steve-Law
QUOTE
Now, people try to dump their goods in a more concentrated way. The base owner is free to decide what the local pop can buy. Which is ofcourse a bit silly. In the current economy custumers can choose what to buy and when.


That is already proposed in the last changes announcement. Local trade goods will be bought by the local population from the market. The local population will choose what they want to buy (and presumably they won't buy anything if there is nothing they want).

QUOTE
And to your complaint that it will make the game more simcity like, well, the new battle options are really much welcomed by the warlike affls. I do think that this is also an way to overcomplicate things, but untill now you haven't heared me complaining. I do think that another way to play with the merchandising side of the game would be appricated by the traders..


Changes to battles only affect those who participate in battles ("warlike" affs) or affects them a lot more often anyway. Trade affs only need to worry about battles defensively (and I believe a lot of the changes give you more defensive options).

However, *every* aff needs merchandising not just trade affs. Trade affs *may* sell more trade locally and warlike affs may just rely on automatic merch income, but I don't think that's entirely true.
Sjaak
Well, I also borrowed some of the suggestions of David/Mica.. Didn't see any reason why not.
I am not saying I got the answers, if I had them (and got the time and money to spare to write my own game) you would be playing my game instead of Phoenix. :-)

I am trying to be more helpfull then just moan and complain. I was under the impression that any idea is always better then no idea at all.. They might not agree or find some idea just to much work or even impractical, but no idea at all also sucks.

And ofcourse I *think* that my idea is a good idea.. Otherwise I wouldn't bothered to write it down. I stand 100% behind my suggestion. But I can see some of the practical problems.
MasterTrader
To go back (way back...) to David's original question:

I don't think that the merchandising complexes themselves are that important. They have three useful aspects. First (and probably most importantly for most people), they provide income. Second, they allow sales to the local population. Third, they have a roleplaying aspect in that they are about the only element of most starbases that actually interacts with the local population.

Provided that the above three matters are covered in other ways (or, by the sounds of it, potentially superseded in the case of number two), I don't think anybody will complain if merchandising complexes are removed.

Although some will no doubt complain if the removed merchandising complexes are not replaced with other complexes or the constituent modules, but that's life.

Richard
AFT
DMJ
To add to MT's post....

Remove them, change them, call them what you want. As you say, Income isn't effected, and I'm sure we will still be able to do things with trade goods.

Lord Scrimm
QUOTE (David Bethel @ Jun 9 2004, 06:51 AM)
How sacred are merch complexes ?

Do you give a poop about how many you have (other than associated complex requirement) or is it just the money that important ?

Well David, here's a perspective guaranteed to kill the idea of "consolidating" the quantity (not quality) of Merch Complexes at a Starbase (the basic assumption I'm making as being the original point of this thread):

It makes the Operative Close Complex order actually useful... ph34r.gif

...I'm all for it biggrin.gif

Cheers,

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director
Andy
Personally I'm not attached to merchandising complexes per se. All I care about is balancing my budget so I can do the things I want in the game. I look forward to the proposed changes so we can discuss them. If we can get more role play use ou of them then all well and good.

As a suggestion perhaps Exchange complexes should be looked at at the same time as Merchandising complexes?

Andy
David Bethel
I think we are rolling most things like that into comercial complexes. Which can be assigned to lots of different tasks like resource complexes.
Andy
QUOTE (David Bethel @ Jun 17 2004, 08:43 AM)
I think we are rolling most things like that into comercial complexes. Which can be assigned to lots of different tasks like resource complexes.

So like resource complexes you can assign them to different taks ie extraction of resource / commerce etc. Would you be able to interchange the task ie more from resource to merchandising?