Author Topic: Making money  (Read 18318 times)

Offline tkzv

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Re: Making money
« Reply #30 on: October 01, 2017, 02:17:20 am »
Seconded.

I actually want to cut down on the classic moneymaking, in favour of treasure hunting. As well as some alternate paths where you can produce for cash OR sell the patent to someone else (like M.A.G.M.A.) and buy the end product from them for way less than you'd pay to make it yourself (because mass production).
How about selling patents for monthly income?

Although personally I prefer the classic making of medkits or alloys :) (or anything that doesn't consume elerium)

Offline Solarius Scorch

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Re: Making money
« Reply #31 on: October 01, 2017, 04:03:17 am »
How about selling patents for monthly income?

How would that work?

Although personally I prefer the classic making of medkits or alloys :) (or anything that doesn't consume elerium)

Some manufacturing for profits is OK, I just want to eliminate the most pornographic projects. ;)

Offline mumble

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Re: Making money
« Reply #32 on: October 01, 2017, 09:57:54 am »
Couldn't patents potentially work via a HUGE point bonus to the month, increasing income, like 10k points?...it would also make you impervious to failure that month, which may provide balance issues, but honestly its a possibility, and would simulate a massive monthly bonus...

Honestly I like the idea of xcom being contracted in later months for selective contracts perhaps. Maybe a duel interaction between following a lead, and doing a job for cash, similar to what exists for magma labs.

Can research create items, or just research? I think research, using the give 1 random might work if it can give items, but you would have scientists involved and not engineers. Could then have manufacturing with several possible failures involved, so its a bit more involved making a profit than set and forget.

Offline Solarius Scorch

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Re: Making money
« Reply #33 on: October 01, 2017, 04:44:54 pm »
Couldn't patents potentially work via a HUGE point bonus to the month, increasing income, like 10k points?...it would also make you impervious to failure that month, which may provide balance issues, but honestly its a possibility, and would simulate a massive monthly bonus...

Unfortunately in X-Com Files you don't get money bonuses from points.

Honestly I like the idea of xcom being contracted in later months for selective contracts perhaps. Maybe a duel interaction between following a lead, and doing a job for cash, similar to what exists for magma labs.

Well, more paid missions would be okay. I keep adding stuff all the time, so it is a rational expectation.

Can research create items, or just research? I think research, using the give 1 random might work if it can give items, but you would have scientists involved and not engineers. Could then have manufacturing with several possible failures involved, so its a bit more involved making a profit than set and forget.

I think research can produce an item now, but even so, you can only do a given research once.

Offline tkzv

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Re: Making money
« Reply #34 on: October 01, 2017, 10:58:16 pm »
Quote
How about selling patents for monthly income?
How would that work?
You've already implemented disclosing information to MAGMA(?) as a research project. So, selling a patent could be another research project (with minimum man-hour price) that increases your monthly income.

If the total monthly payment has to be equal to the sum of countries' contributions, the patent price can be evenly distributed between the funding countries. Alternatively, the payment can be added to the monthly funding by the country where the company is based (e.g. Russia for MAGMA).

When a country is infiltrated and quits X-COM, there may be something like:
1. For distributed funding, the monthly payments can be recalculated. Will the engine allow it?
2. For distributed funding, if recalculation is impossible, then "Alien Infiltration" description should say that when a country quits the project, it freezes or confiscates X-COM financial assets it was handling.
3. For funding through a single country, "Alien Infiltration" description may say the same about freezing/confiscating or something about a ban for companies on dealing with X-COM.
4. Or cessation of funding may mean cutting all funding except royalties. Can the engine do that?

I think research can produce an item now, but even so, you can only do a given research once.
But if you research a set of identical items, you can repeat the research until you run out of items.
« Last Edit: October 01, 2017, 11:00:05 pm by tkzv »

Offline Solarius Scorch

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Re: Making money
« Reply #35 on: October 02, 2017, 11:12:09 am »
I think little of this is doable at all.
And even if it was, what would it accomplish? It sounds like a lot of work for... I'm not sure what purpose. This is a tactical combat game with conspiracy/mystery fluff, why would a player care about this? It's not a diplomacy game and adding diplomacy to it would be a huge undertaking, and in my opinion it wouldn't enhance the experience in any way.
M.A.G.M.A. and BlackOps deals are a different thing, since it affects mission generation and weapon selection.

Offline tkzv

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Re: Making money
« Reply #36 on: October 02, 2017, 06:18:28 pm »
It's another source of income different from score-based funding, mission loot or manufacture. You said you wanted something else and I described how I imagine it. I still prefer workshops, because money bags are too few and far between :)

Offline Solarius Scorch

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Re: Making money
« Reply #37 on: October 02, 2017, 07:18:42 pm »
It's another source of income different from score-based funding, mission loot or manufacture. You said you wanted something else and I described how I imagine it. I still prefer workshops, because money bags are too few and far between :)

Well, it all depends on the balance. For now I just don't think we need more money sources. If the practice says otherwise, we'll worry about it.

Still, most of these ideas just aren't doable at the moment.