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Author Topic: Dwarven Casino. The house always loses.  (Read 408 times)

ctrlfrk

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Dwarven Casino. The house always loses.
« on: October 11, 2006, 06:05:00 pm »

The wage for "Pull lever" is 5 units.
And it can be put onto "Repeat"...

Cha-ching!

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Mud

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Re: Dwarven Casino. The house always loses.
« Reply #1 on: October 11, 2006, 06:31:00 pm »

That's sort of less of a bug than an exploit, but this should probably be corrected soon, just like the oft-abused alcohol bug. It's just too easy to base your strategy around something like this. In a similar vien, I think the wage for hauling might be too low: dragging huge 100+lb rocks is worth more than a buck. At least five.
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Aquillion

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Re: Dwarven Casino. The house always loses.
« Reply #2 on: October 11, 2006, 08:05:00 pm »

I think the optimal way to handle hauling would be to break it up into categories based on weight, distance, and perhaps the value of the item being hauled...  but that might be a little complicated, especially for distance.
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Captain_Action

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Re: Dwarven Casino. The house always loses.
« Reply #3 on: October 11, 2006, 08:22:00 pm »

Hauling jobs should pay per tile moved with additional pay for heavy loads.

This will avoid dwarves who moved a bin of stone bars from one side of the base to the other side then not getting payed because they stop 1 tile from the stockpile!

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MikeWulf

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Re: Dwarven Casino. The house always loses.
« Reply #4 on: October 12, 2006, 12:19:00 am »

I think this should be fixed by redefining what a wage is. Just make it a tick/daily/monthly wage for the jobs they are actually doing. That's the very definition of a wage afterall.
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Toady One

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Re: Dwarven Casino. The house always loses.
« Reply #5 on: October 12, 2006, 11:24:00 pm »

The proper wage might work, though I'm worried there are jobs that will slip through the cracks, and others where that doesn't behave correctly.  The amounts of money being passed around are quite small, so having it tick things off might lead to a problem of resolution...  unless they turn in time sheets every week or two maybe.  Keeping their entire work history in their little minds would be useful for an assload of things anyway, especially small talk generation.  Unless we do urine tanning...  then small talk about work should be avoided.

edit:  hrm, it does give bonuses right now for doing a good job.  that system could remain independent of time sheets for certain crafting jobs, assuming the time sheet idea works out.

[ October 13, 2006: Message edited by: Toady One ]

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Aquillion

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Re: Dwarven Casino. The house always loses.
« Reply #6 on: October 13, 2006, 02:14:00 am »

Or it could just note when a good job was done, and then pay them extra at the end of a pay cycle depending on how many good (or poor) jobs they've done overall.  It could even track an overall 'job rating...'  Dwarves who are constantly on breaks and turning out low-quality things would get their rating lowered, while hardworking dwarves who crank out high-quality items would get top marks.  If this rating was visible to the player somehow, they could even use it to determine which dwarves are expendable or need to have their work priorities looked at or whatever.

[ October 13, 2006: Message edited by: Aquillion ]

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Draxxalon

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Re: Dwarven Casino. The house always loses.
« Reply #7 on: October 13, 2006, 01:32:00 pm »

Hauling could be handled in a similar manner to couriers.

You pay more to send a heavy object.
You pay more to send it further.
You pay more to get it there faster.

Based on that, some forumla similar to:
(WeightxDistance)/(Time).

(obviously, said formula would need tweaking).

The time factor would basically fit into the good job/bad job idea too.    IE: You got it there fast, you did a good job.

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