Author Topic: In-game manufacturing profitability view  (Read 60413 times)

Offline redv

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Re: In-game manufacturing profitability view
« Reply #45 on: April 01, 2015, 06:22:11 am »
We talk about different things.
I talk about profit for current active production task.
You talk about overall profit on the base.

OK
But maybe info about overall profit on the base  better send to the Base Information->Monthly Cost screen?
For calculation of the Base maintenance.

Offline myk002

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Re: In-game manufacturing profitability view
« Reply #46 on: April 01, 2015, 07:04:45 am »
I'd be interested in hearing opinions from more people out there: what information would you like to see on this screen?

Offline Ridаn

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Re: In-game manufacturing profitability view
« Reply #47 on: April 01, 2015, 10:51:30 am »
I would rather have just a straight profit by month (or even hour), not modified by engineer and workshop maintenance and material costs, and not affected by any occupied/nonoccupied space.

Offline myk002

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Re: In-game manufacturing profitability view
« Reply #48 on: April 01, 2015, 09:09:22 pm »
I'll mock that up too and put it up for comparison.

Edit: but if you're calculating profits, ignoring maintenance factors (which, granted, are already accounted for on the finances graph), wouldn't you want to include the usedItems cost?  They represent lost "profits" from manufacturing.
« Last Edit: April 01, 2015, 10:29:01 pm by myk002 »

Offline myk002

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Re: In-game manufacturing profitability view
« Reply #49 on: April 01, 2015, 11:44:39 pm »
I'm actually in favor of this latest suggestion.  It contains the fewest variables, and therefore has the least danger of confusion.  This number is useful since it can be compared directly to the maintenance line on the finance graph.  I might look into adding a line there too so total aggregates can be compared, but this is a good first step.

int profit = (saleValue - consumedValue) * itemsPerMonth;
« Last Edit: April 01, 2015, 11:47:15 pm by myk002 »

Offline Ridаn

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Re: In-game manufacturing profitability view
« Reply #50 on: April 02, 2015, 12:07:03 am »
Looking good enough for me :)

For me usedItems cost isnt really that important, if it is elerium (or elerium equivalent) - its market price is quite undervalued, and if its alien alloys than I`m not sure what value should be used - a market one or "to manufacture" one.

So its getting complicated, and I have to put some thought into it. But I just wanted to get information at a glance. :)

And overall you rarely would be able to produce merchandise that requires rare components for a whole month (and you usually dont want to sell those things either).

Offline myk002

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Re: In-game manufacturing profitability view
« Reply #51 on: April 02, 2015, 08:14:42 pm »
For me usedItems cost isnt really that important
good point -- it only factors into net worth, not (directly) into the change in monthly funds, which we're trying to highlight here.  I'll clean up the algorithm, do one more set of screenshots, and get ready to submit the pull request.

Offline myk002

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Re: In-game manufacturing profitability view
« Reply #52 on: April 03, 2015, 05:03:44 am »
Ok, final set of screen shots.  Equation is:
   (saleValue - manufactureCost) * itemsPerMonth
where saleValue is the funds you get from selling the item, or 0 if you are not selling.

Offline Jstank

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Re: In-game manufacturing profitability view
« Reply #53 on: April 03, 2015, 07:06:24 am »
Pack it up!

Offline hszp

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Re: In-game manufacturing profitability view
« Reply #54 on: April 03, 2015, 09:22:54 am »
Nice!

Offline volutar

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Re: In-game manufacturing profitability view
« Reply #55 on: April 03, 2015, 01:54:55 pm »
I agree, this kind of modification is pretty delicate (just single line), doesn't clutter screen (as initial proposal) and still pretty useful.

Offline kikimoristan

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Re: In-game manufacturing profitability view
« Reply #56 on: April 03, 2015, 05:01:47 pm »
I'm with the profitability option in manufacturing  showing how much per month  you can make  pretty simple and effective

Offline ivandogovich

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Re: In-game manufacturing profitability view
« Reply #57 on: April 03, 2015, 05:21:05 pm »
any chance this will make it into a Nightly soon? ;)

Offline myk002

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Re: In-game manufacturing profitability view
« Reply #58 on: April 03, 2015, 05:56:41 pm »
I submitted the pull request: https://github.com/SupSuper/OpenXcom/pull/997
It's up to the committers now : )

Offline Ridаn

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Re: In-game manufacturing profitability view
« Reply #59 on: April 04, 2015, 12:21:45 pm »
Sorry for a late reply, but does it display just straight up millions (+$7M), or decimal fractures too (not sure whats the term, probably sounds stupid :) ), like +$7.4M$ or even +$7.44M?
I think it would be useful for easy comparsion of items which are very close profit-wise, and it looks like there is a space for that too.