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A multiplayer idle game
How do we have tier two items? This ties into a system for more robust items.
Currently thinking the database contains the base item/item information, than for any special items we can create classes that adjust what the item do. At that point we just have to check against special items when buying/using items
Similar to the seeking alpha item, there should be an item that shows an amount of espionages that have been comitted againsted you
You can currently remove a company's max employee amount via the arson/espionage action. There's no limit on this action so you can end up causing a business to have a negative amount of employee space. This definitely needs to be adjusted because trying to recover from having -600 MaxEmployee late game might be too tedious.
I think the best strategy here would be to add a floor to the amount of max employees you can ever have. Probably 10, since that's how many you start with.
It still might be a little harder to recover from, but not impossible.
There's too many ways that entity framework can step on it's own toes here. Need to add some concurrency fixes.
Once a messaging system is in place ( #6 ), send requests to one other business to do a group investment in a business. Split profits. Allows for investments in businesses with high CPS
Open to more ideas for global items. I like the concept of items that affect everyone in the game (positively or negatively) so that the idea of joining a sector turns into a real team thing. You want to be in sectors your friends are in, or you want to populate sectors that have less people in them so you can gain extra bonuses.
Some people have mentioned they want the ability to mindlessly click on a button to generate extra income. I think we can add that feature behind a purchasable.
Ideas:
The business directory is a table that has a column for CPS, the CPS that gets displayed is in the shortened string format (ex: 1000 = 1k), unfortunately this means when you sort by string your order is incorrect.
We'll have to see if there's a way to hide the real value in the column and sort by that instead.
It's been reported that after purchasing the intern conversion, you don't always get the new employee. I'm 100% sure if it's not giving just the stats, or if nothing is actually happening across the board.
This doesn't seem to happen every time, but it has happened for sure with a conversion from interns to CEO.
Trying to make things look better in general, but a big one would be how to handle all the different employee/item cards. Convert things to a table?
If you register as a guest, you're given an auto generated business name; if you keep playing the game you might want to change the name of your business to something you actually choose.
Real estate items are pretty jacked up. There's no incentive to buy anything besides mom's garage and the treehouse. Maybe sullyman if you're feeling friendly.
I say it every project, but it really needs to be done this time.
There's too many potential issues that can go wrong that'll never be noticed with so many multiplayer aspects. A big one I'd like to keep track of is concurrency issues.
I was checking in on my business and saw 2 new espionages against me. When I looked at the names it showed my business name. To be clear, it did not show this last time I checked on the business and as far as I can tell, I can't espionage myself.
I think it'd be nice to have an investment dashboard that shows you all your investments in various businesses and how well they're performing.
Item name: ???
Item cost: ???
How much did I earn while I was away/If upgrades purchased, who invested in me. Could also be used if we implement group investment features.
Just noticed that there are a lot of investments and espionage rows that exist in the table, that theoretically, should be cleaned up from the cron job.
I'm not 100% sure what's broken yet, because investments seem to be getting awarded perfectly fine, just not removed.
When I purchase an employee, it sometimes reduces the number of employees, but then it adds them back and the ones I purchased. Its not a gameplay issue, but just a small bug.
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