I want that you vote on three steps that can lead to a better economy module.
Step 1 Work
An increase in the price of work (also the manager work) of 10 energy to 100 energy. In turn, an opening of the job market that everyone can take as much jobs as he can work.
This should suppress the overproduction, and make it easier for newcomers to financial footing.
Step 2 Markets
It should be on all markets the opportunity for both sides make offers.
Instead of just offering a job, it should also be possible to offer work force. Similarly, in the products markets, I sell and / or I buy offers.
This makes it easier for employers to find workers and to negotiate a fair wage. Likewise, newcomers thereby a better idea what offers are good and which are less good.
Step 3 Production
Change in the production of Raws -> products, to Raws + Low-Q-Products -> higher quality products. Likewise, a change of Q7 products on Energy Bars and Stingers. The formula should then be
10xQ6Food + 10Foodraw = 1 Energybar
10xQ6Weapon+ 10Weaponraw = 1Stinger
and a Stinger should create an instand-kill with 100k damage.
This would increase the demand for lower quality products and also keep the demand of better products stable despite rising Prices.
You can vote more than one option!
My english is not very well, so please excuse.
edit to explain:
If we take a recharge of 10energy/6min, a wage of 25CC, a price of 10CC and 50% bonus
(((((10Q7+50%)*200WRM)/(250WRM+50%))*6min)+6min)/(10Q7+50%)=3min36sec to produce one Q7 weapon
((((10Q7+50%)*10CC)/25CC)*(6min*240))/(10Q7+50%)=576min to buy one Q7 weapon
and 60min to consume one Q7 weapon
You can see the unbalance at the first glance
After my changes:
(((((10Q7+50%)*200WRM)/(250WRM+50%))*60min)+(60min*7))/(10Q7+50%)=60min to produce one Q7 weapon
((((10Q7+50%)*10CC)/25CC)*60min)/(10Q7+50%)=24min to buy one Q7 weapon
and still 60min to consume one Q7 weapon
If you take now the rising prices it seems much more balanced
Edited by wschwabe, 24 June 2014 - 12:26 PM.