@moneygay, Nice, but sadly these ideas seem very vague and more aimed towards a much later development state, I still like the ideas and think they can/should be added in later on, but getting hit by a scandal randomly without being able to adjust the recipe, quality and risk levels would be pretty annoying, so the game needs to expand a lot first.
Both of the suggestions about company perks seem nice, but I don't see a way to make them work with the current 'work' system. Newer players, which k3nosis says are necessary, would not be able to compete at all against a company with perks (as prices and wages will just adjust towards 'full perks' levels). These perks would work better in a system that didn't require player workers.
I also agree with k3nosis about more npc spending, though the prices would need to be dynamic rather than static (no minimum but creating continuous demand while allowing for inflation and deflation).
Personally I would like to see a complete overhaul of the work system (as I can't really see the current system working long-term).
To rely much less on players, an example would be:
- All workers are NPC
- As I enjoy the 'company level' bits suggested companies should be upgrade-able with each level having limits on the amount of workers.
- Wages are set by the company (any wage) but productivity is based on an algorithm where:
---- higher educated workers are more expensive but produce more,
---- taking into account education levels per country/city (workers in US are higher educated than brazil, thus getting high educated workers would be cheaper in the US, and low educated workers cheaper in brazil, e.d. (balance it out)).
- Players can still be hired but as managers instead of workers, a manager will boost output of workers
- Players can get experience and 'level up' i.e. become better managers and increase the boost
- To hire a manager the contract process should be adjustable and negotiable between player and the company owners (much like pvt trades).
- Manager doesn't need to login to get his wages and boost the company output etc.
- Max of X managers based on company level
Now with relying less on player workers, the game should also rely less on player demand
- more products, including resources and complete production chains
- more npc buyers (for consumer products)
- rethink the land situation (to give more people a chance)
- CEO skills for boosts in certain production areas (to make it more profitable to focus on one area, for example packaging, rather than own the whole production chain - increases exchange trading).
These are just some quick thoughts, hope someone can add-on to these or share other ideas to improve game-play.