10-31-2014, 04:08 PM
(This post was last modified: 10-31-2014, 04:16 PM by freeman2344.)
Without having done much testing yet:
1. Add some way to limit the sillyness (as mentioned on the Steam forums)
This also goes for contract types, not just the issuer. For example, no contracts for tank engines should be issued in the very early years (up to 1914) as the MBT had not been invented yet.
2. Preferably export the individual contract types that are not tied to player-built vehicles (like Main Battle Tanks) to the components.xml for tinkering purposes. That would make it easy to add other stuff, like small engines for halftrack vehicles or whatever (I was a bit disappointed that this was not the case, I had collected so many ideas already )
Even better: make it possible to change overall contracting parameters (like what engines types should be associated with which type of project, if not all).
3. Add a mechanic for "repeat customers". Happens all the time with real-world contracting (Ford and US police forces for example).
4. Many early game contracts for engine design are quite impossible. For example, in my first game the RAF just fancied a 400HP Single-Cylinder engine in 1901 (again, pay special attention to the date here )
5. Add a way to see if an AI company was granted a contract for flavor reasons (maybe a report?).
I'm sure I'll find more tomorrow. Cool addition though, in any case.
1. Add some way to limit the sillyness (as mentioned on the Steam forums)
This also goes for contract types, not just the issuer. For example, no contracts for tank engines should be issued in the very early years (up to 1914) as the MBT had not been invented yet.
2. Preferably export the individual contract types that are not tied to player-built vehicles (like Main Battle Tanks) to the components.xml for tinkering purposes. That would make it easy to add other stuff, like small engines for halftrack vehicles or whatever (I was a bit disappointed that this was not the case, I had collected so many ideas already )
Even better: make it possible to change overall contracting parameters (like what engines types should be associated with which type of project, if not all).
3. Add a mechanic for "repeat customers". Happens all the time with real-world contracting (Ford and US police forces for example).
4. Many early game contracts for engine design are quite impossible. For example, in my first game the RAF just fancied a 400HP Single-Cylinder engine in 1901 (again, pay special attention to the date here )
5. Add a way to see if an AI company was granted a contract for flavor reasons (maybe a report?).
I'm sure I'll find more tomorrow. Cool addition though, in any case.