First…fun game. And no, suggestions…
- Machine balancing
Currently it costs $600 for a 1-up or 1-down machine and $10 to use…while it costs $2200 for a 3-up or 3-down and $35 to use. This is not logical from a gaming standpoint, costs are normally outweighed to its efficiency. I understand that machines take up space and so when doing huge setups, you have to resort to the higher cost machines, but to maximize profits completely, the low-end stuff is much better. This is not intuitive…even the research tab decreases the use-cost down by $1 and $3 respectively…that means it mins out at $5 and $20. Although $20 would beat out having 3 un-researched singlets, you are better off just putting 3 points in them and losing the $1 difference. Even the cost to place the machine is almost 4 times the value…it’s just crazy.
For balancing reasons, here are my figures…
evaporator/dissolver - cost $600, $10 use, -$1 use per research
agglomerator/ioniser - cost $1700, $35 use, -$4 use per research
autoclave/cryo - cost $6000, $60 use, -$6 use per research
The cost to bear up front is reduced to make it more attractive to buy the ±3 machine for a $100 discount but costs $5 more use in the long run (20 runs destroys your savings). At just 2 research points will put the ±3 machines in direct competition with the ±1 machines…mins are at $5 and $15…an extra $10 at maximum research isn’t so bad on the bottom line for a cost at reducing floor space. With so many other huge machines (like syringe/multimixer/etc.), it will give us better decision making.
- Analyzer change
Currently there is absolutely no need to use this machine. As I wrote in another post, at lower levels you don’t have access to it and it isn’t cost effective as compared to just bumping the drug 1 or 2 points and exporting it unknown (and later throwing it in a lotion), and at higher levels, you end up multimixing out most of the bad stuff and mid-lining between good drugs to maximize profit with the sachet. Instead…make this tool available from the start, no research needed. Secondly, make it so that new ingredients found in the wild and new drug upgrades are completely unknown until you use the analyzer (the range bar is empty, or has question marks on all 4 spots until you’ve identified the components). Third, make it cost nothing to test the drug, it already costs money to import the drug, there is no need to double charge us for a test…for research, each point should reduce the failure chance, lessening the time it takes for us to completely analyze it.
Lastly…any drug that has been fully analyzed should get a 5%-10% bonus for valuation because of full-disclosure laws (meaning if you don’t analyze the drug, you are selling to third world nations, if you analyze it, you can sell to first world).
- Right-click should not delete
This is obvious…and if not, then you really haven’t been annoyed at accidental deletions because you are trying to clear your menus or selections or drag lock.
- Inventory
Each object in the selection menu should have a number ‘0’ in it. When you delete an object, this number should increase in comparison to the object you deleted…no money is given to you. When you place an object down, it should reduce this number and not charge you for it, unless the number is ‘0’. If you right click the object in the menu itself, THEN it will reduce the number and give you half the money back in selling it. That simple…belts should be the same way. It’s troublesome to move objects around to “store” them for later because the more objects you have, the more lag, this would help with that possibly.
- Crossover junction
A 1x1 machine with 2 green and 2 red arrows. Objects going in a green will come out the opposite red side. Should be straightforward really…maybe make it researchable?
- Output limiter
Either a machine that you can put down that limits the flow of materials (set it to no/1/2/4 delay) or allow the export setting. Why? Because maybe supply is too saturated on the market right now and you want to reduce your drug making costs a little until demand replenishes without having to destroy belts and babying your idle machine. Like DeBeers and diamonds, to keep prices high, you sometimes have to limit your supply to the stores. On that note…
- Storage Stockpile
I imagine a doctor’s cabinet with a guy standing in front of it, who takes drugs/ingredients off the belt and stores it in the cabinet and takes the oldest dated out of the cabinet to put on another belt (a first-in-first-out stack), 2 cycle time, $5 use-cost and a 10-unit storage (upgrade increases storage by 5 per). Why? Because maybe the price to purchase an ingredient off the market is too pricey or goes out of stock for the season…you have to plan ahead for these things.