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<blockquote data-quote="Alex319" data-source="post: 4706902" data-attributes="member: 45678"><p>Good ideas. Actually, I'm in the process of reworking the entire production system. My plan is instead of having a flat "production multiplier," what you do is you write down a "production formula" with all the inputs (like raw materials, labor, possibly bonuses for advanced workshops) on one side and the outputs on the other side, and each item in the "production formula" is given a value and the inputs have to be balanced with the outputs. This makes it very easy to handle all the ideas you suggest while still preventing it from being exploitable.</p><p></p><p>And I also thought about the "quality" idea too. I was originally planning to just abstract "quality" away as more IUs of the product (thus making more money.) However when I worked through the math of the system I realized that I would have to have some sort of level-scaled bonus in order to keep up with the general cost progression, and decided that "quality levels" would be a good way of doing this, where at higher character levels you can make higher quality goods which are worth more per IU. Of course quality levels can serve the purpose you describe as well. One thing I am planning to add is ways of increasing the quality level of goods, like "refining" (which increases the quality level of raw materials), "mass production" (which enables players to produce a large quantity of lower quality goods rather than a smaller number or higher quality goods) and feats which enable players to produce higher quality goods.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4706902, member: 45678"] Good ideas. Actually, I'm in the process of reworking the entire production system. My plan is instead of having a flat "production multiplier," what you do is you write down a "production formula" with all the inputs (like raw materials, labor, possibly bonuses for advanced workshops) on one side and the outputs on the other side, and each item in the "production formula" is given a value and the inputs have to be balanced with the outputs. This makes it very easy to handle all the ideas you suggest while still preventing it from being exploitable. And I also thought about the "quality" idea too. I was originally planning to just abstract "quality" away as more IUs of the product (thus making more money.) However when I worked through the math of the system I realized that I would have to have some sort of level-scaled bonus in order to keep up with the general cost progression, and decided that "quality levels" would be a good way of doing this, where at higher character levels you can make higher quality goods which are worth more per IU. Of course quality levels can serve the purpose you describe as well. One thing I am planning to add is ways of increasing the quality level of goods, like "refining" (which increases the quality level of raw materials), "mass production" (which enables players to produce a large quantity of lower quality goods rather than a smaller number or higher quality goods) and feats which enable players to produce higher quality goods. [/QUOTE]
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