Consumables
Korbin King
I've been hanging around, doing my clicks, and waiting for the new economic modules to see if this game can still become a decent economic simulator. The war aspect bores the hell out of me.
After reading the recent Erepublik Insider, my question to the admin is:
Will items such as ammunition and engines be consumables that manufacturing companies will need to buy in order to produce weapons and vehicles?
In my opinion, consumables are king, and knowing the answer to the above question is important if we are to properly plan for future investment.
I considered asking the question in the comments section of the Insider article (or sending a PM), but I'm sure I will get lost in the shuffle. If anyone else is interested in getting an answer to this question (so we can all plan to get rich), please vote up this article so that the admin will see it and hopefully post a reply.
Thanks,
The Nearly Famous
Korbin King
Comments
>In my opinion, consumables are king
I thought Korbin was king. wtf trying to confuse me, former President. >.>
Yeah, I have no idea what's going on with this new products thing, but I'd think the raw materials used to construct manufactured goods would still be consumables.
Good point. I guess I'm trying to figure out if we will have new consumables in the form of components. For example:
Raw material - Titanium
into component - Ammunition
into weapon - Rifle
...like a new link in the chain of production. We really need more strong industries and I'm hoping that's the plan.
From the way they described it on the Insider, it seems that they're aiming for precisely that: a "middle product" (in itself, is an end product) that is necessary for creating an entirely different end product.
Unfortunately, I have a feeling that they won't be successful in achieving this notion. You can call it a hunch.
I doubt there will be individual Ammunition and Engine plants. The way I interpreted their explanation was that an Arms company has to assign part of its workforce to make ammo and engines, along side gun barrels and tank bodies. It's all in-house apparently.
It'd make sense though to have engines and ammo separate, especially ammunition plants...
Voted.
Oh, I re-read your comment Korbin, and I'd like to add that I think titanium makes all weapon parts, just as iron does today for all Q guns.
From what I understand, you will hire workers of not only an industry skill (land/manu/const) but also a learned talent. The worker's specialized talent is what defines how their productivity points are used. I think that a tank company, for example, will be simultaneously producing bodies, engines, guns, and ammunition. When you have enough points in each area, a tank is complete and ready for market.
I could be wrong, or the admins could have something entirely different for an idea that they have failed to communicate.
Honestly, I was not impressed when I heard the new plans. They sounded contrived and besides adding complexity to the business environment does not really add much depth. Only time will tell I suppose...
I agree with what WahooBob said.
I'm opening a Bug Repellent Company: Sprays, Bombs and little hotels. We'll need them all.
Four months later and still don't know V2 basics. Want to know, EXACTLY, 'value/price' comparisons between iron and titanium...but DON'T expect to find out soon(except...)
Actually...I'm expecting HUGE, MAJOR changes that will take ALL older players by surprise! That would 'level the field' ...giving new players increased HOPE...thus addressing the retention problem.