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Sabrewulf

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Posts posted by Sabrewulf

  1. 15 hours ago, severedsolo said:

    Are you saying you want your crew to generate funds instead of costing them?

    No, i want tourist and similar generating funds.
    If you keep a kerbal inflight vanilla or any mod and it's not crew so it would generate funds as monthly payment. I do not know if is possible to track it.
    It would be better too if anything not crew generate a big cost if die, as compensation for family.

    All it make the game more like a private aerospace company as like SpaceX, the only way is bureucracy!

  2. Just now, severedsolo said:

    I'm going to assume that you are using a ridiculous example on purpose there rather than actually considering setting it to 1 day.

    I understand your point, but I can't break the balance for your personal playstyle. Autobalancing the costs makes sense, but the contract/rep system is finely balanced, and changing the multiplier, means changing contacts. Changing contracts means writing MM patches for *every single contract pack* to balance them. Then balancing the stock contracts. You wanna do it for your own game it's dead simple:

    Divide 2227/30 to get funds per day (7.566666667)
    7.566666667 * whatever period you are choosing to use.

    (Wait, is this why you wanted the BPF to be kept? So you could bank cash for short periods?)

    Can't you add autobalance at end of calculation? Instead divide cost it divide net income rounded down , so if a player want to be paid per (day, week, month or year) he can!
    :)

  3. Just now, severedsolo said:

    Yeah it's working. Default costs are around about 40000, + your level 2 RnD (another 8,000) - for a total of 48000 on default settings.

    48000/30 = 1600
    1600*5 = 8000
    Your costs are within $3 of what's expected, taking into account floating point precision that's about right.

    I changed interval 30 to 5 days, isn't my gross budget, wage and facility cost to be %6 too?
    there's 2 images at screenshot

  4. I'm playing/testing your mod and i have suggestions. Adjust budget for each department is painful, i do not want to loss money with over-budget.

    • Instead allocate percentage we would allocate a fixed amount per budget.
    • Administration building level should give penalties for allocation wasting money due poor administration, as example:
      • lvl 1= -25%, lvl 2 = -17%, lvl 3 = -10%, lvl 4 = -6%, lvl 5 = -1%
    • Would be nice see in budget tab math "gross budget X, reputation Y = multiplayer A". It For know what's happening
    • Would be nice too a public/private option, with public being the actual and private being based in "total science points converted (as curve)" justified by rights sell.
    • Rep funds multiplier would be a curve instead a straight ascendant line.
    • Astronaut would have a "morale" tab and morale be based in stupidity, also paid vacation for raise morale. I think it will be painful to code, so no pressure.
    • Settings need gross budget adjust for who want to change the "TimeBetweenBudgetsDaystime" without unbalance.

    Construction:

    • Instead choose upgrade individually "stock" we would allocate for each building and it auto-upgrade when reach the value.

    Research:

    • Research budget would be allocate per science point instead money while visualize the science/budget.
  5. 5 hours ago, severedsolo said:

    Big Project funding is also going away, because it won't be necessary.

    I like as game mechanic, not the objective.
    I want it for save money, in case of problems it already saved me. If play without revert flight it have even more importance.

    Also would be nice change payment interval with rep cost if interval raise, "Sorry bro, i can't pay you this week".

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