Cubic Integral Inc.

If you guys are worried about the game becoming a skill and money grindfest all the time then i would say that you need to keep the economy in check and make the skill degradation way less sevre than the original game did. Full fledged inplementation of CC would help. Maybe flesh out the relationship system more and make it more rewarding so people might have more interactions with each other. Like make the skill degradation slower when you have more friends or something like that.
i admit that i think that spending time skilling and working on job objects is a part of the tso charm, i do agree the game gets pretty stagnant when that is the only thing everyone is doing.
 
If you guys are worried about the game becoming a skill and money grindfest all the time then i would say that you need to keep the economy in check and make the skill degradation way less sevre than the original game did. Full fledged inplementation of CC would help. Maybe flesh out the relationship system more and make it more rewarding so people might have more interactions with each other. Like make the skill degradation slower when you have more friends or something like that.
i admit that i think that spending time skilling and working on job objects is a part of the tso charm, i do agree the game gets pretty stagnant when that is the only thing everyone is doing.
Relationships should give payouts or something.
 
If you guys are worried about the game becoming a skill and money grindfest all the time then i would say that you need to keep the economy in check and make the skill degradation way less sevre than the original game did. Full fledged inplementation of CC would help. Maybe flesh out the relationship system more and make it more rewarding so people might have more interactions with each other. Like make the skill degradation slower when you have more friends or something like that.
i admit that i think that spending time skilling and working on job objects is a part of the tso charm, i do agree the game gets pretty stagnant when that is the only thing everyone is doing.
Well, the jobs was supposed to help provide an alternative form of income to money lots but the payout was too low but of any use.
 
Well, the jobs was supposed to help provide an alternative form of income to money lots but the payout was too low but of any use.
Jobs should be Time*(Skill points for job, i.e. Robot Job would be Mechanical Skill points, / 10)*100
That means if I'm new to the game, and I work for, say, 10 minutes, I get §1,000 (because I have no mechanical skill points)
Another formula could be T*(SP / 10)*50 so that people with maxed out skill points don't get billions of Simoleons in payout every 5 minutes.
 
Brainstorming on some oossible benefits for befriending multuple sims and interacting:
Maybe more popular sims can earn higher payouts, or generate like a different colored spotlight on the lots they visit so people can find them, or maybe discounts on buy mode catalog or the ability to unlock interactions that are normally unlocked through skilling or maybe when they interact with other sims, their interactions provide more social than normal. Or earn a skill lock after having enough friends at the same time. Or if you have enough friends, it can help you get past the roommate requirements for upgrading lots. To be honest though, i have no idea what the purpose of the friendship web was supposed to be and i dont think maxis had much of an idea either
 
Brainstorming on some oossible benefits for befriending multuple sims and interacting:
Maybe more popular sims can earn higher payouts, or generate like a different colored spotlight on the lots they visit so people can find them, or maybe discounts on buy mode catalog or the ability to unlock interactions that are normally unlocked through skilling or maybe when they interact with other sims, their interactions provide more social than normal. Or earn a skill lock after having enough friends at the same time. Or if you have enough friends, it can help you get past the roommate requirements for upgrading lots. To be honest though, i have no idea what the purpose of the friendship web was supposed to be and i dont think maxis had much of an idea either
But that would be, like, Popular-To-Win... Spotlights colours should be chosen by the owner of the lot.
 
But that would be, like, Popular-To-Win... Spotlights colours should be chosen by the owner of the lot.
Yeah, that is what worries me, i mean you want to reward players for going out of their way to do these things, but then again, you don't want to let people break the game either. I can see why EA hesitated in implementing the relationship system in major way. But if it doesn't do anything then there isn't really any point in having it in the game except to make it feel more like a sims game. There has to be something to it, right? As far as I know, the only real thing that having friends ever got you in TSO was getting placed on the top 100 sims list and unlocking some interactions.
 
Yeah, that is what worries me, i mean you want to reward players for going out of their way to do these things, but then again, you don't want to let people break the game either. I can see why EA hesitated in implementing the relationship system in major way. But if it doesn't do anything then there isn't really any point in having it in the game except to make it feel more like a sims game. There has to be something to it, right? As far as I know, the only real thing that having friends ever got you in TSO was getting placed on the top 100 sims list and unlocking some interactions.
I mean, you could get a small bonus for becoming part of the top 100 but it should be a one-time thing for instance:
Current monies + (current monies / 50)
That would give anyone in the top 100 a small bonus, but since most of them would have almost §500k anyway that would give them §10k.
 
That 'interact' idea seems like a good one to me! That people with higher Charism skill have more interactions with people!
Btw, don't know if it was in the original, but how about sorrt of a 'like' system for lots? Every player can give a lot a 'like' the owner gets a small bonus then. You can only like one time and when you unlike and like it again, the owner won't get money again (but he won't lose it by unliking) to avoid 'like trading' or so. Just an idea that came up ;)
 
That 'interact' idea seems like a good one to me! That people with higher Charism skill have more interactions with people!
Btw, don't know if it was in the original, but how about sorrt of a 'like' system for lots? Every player can give a lot a 'like' the owner gets a small bonus then. You can only like one time and when you unlike and like it again, the owner won't get money again (but he won't lose it by unliking) to avoid 'like trading' or so. Just an idea that came up ;)
+1
 
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