I have just had a brilliant idea, that is simple to
implement.
An additional way of maintaining your income and
reserves.
When you build a vehicle it costs cash.
However when you build many vehciles in a row the first
vehicle costs cash, the second vehicle costs nothing,
until it is built.
Would it be possible & simple (suspect it is) to have
your 'Resources' displayed, and also your 'Est Remaining
Funds' displayed ONLY IF you have a vehicle/unit queue.
This way if you have $8,000
And buy 5 Manned APCs at $800 each
You will instantly have only $7,200 left
However for each addition APC queued, have
the 'Estimated Remaining Funds' deduct an additional
$800, so in the above example, it would say for exmaple
under the Score menu:
----------------------------
Points: 100
Resources: $7,200
Est Remaining Funds*: $4,000
Towns Held: 18 of 18
Income: $250
* See Build Queue
----------------------------
Perhaps a MFCTI v1.16.B release, just to get it out
there.
Might even be able to make it 100% compatiable with
current varients of MFCTI v1.16.
Also in the build queue having the price of each vehicle
in the queue would also be useful.
----------------------------
This could be improved even more so, if (client sided)
calculated the time it would take for each unit to build,
and add the suspected income over the time range it is
expected to take to finish the build queue.
Thus in the above example:
Est Remaining Funds*: $4,000
Would then really read:
Est Remaining Funds*: ($4,000 + (Build time of 5 APCs X
current income value)
Which I suspect is apx: $4000 + (5 minutes x $250 per
minute), so $4000 + ($250 x 5 = $1250) =
Est Remaining Funds*: $5,250
Of course it goes without saying that an estimated time
to clear build queue would then need to be added in
such as:
----------------------------
Points: 100
Resources: $7,200
Est Remaining Funds*: $5,250
Est Time Finish Build Queue: 5:00
Towns Held: 18 of 18
Income: $250
* See Build Queue
----------------------------
And to get min:seconds is a 2 pass maths job
325 sec / 60 = 5.4166666666666666666666666666667
Truncate the decimal, and subtract it from the original
5.4166666666666666666666666666667 - 5
= 0.4166666666666666666666666666667
Multiply by 60, to get: 25 sec
So 5:25
Woot, done typing
Hope the above made sense.
(The above could also help iron out other future bugs
with the income system if any are found)
Tabris.DarkPeace
GarageLAN, ACT
Australia
Logged In: YES
user_id=206105
I'll give my take on this.
First of all, "remaining" funds display is a good idea. However, I
believe it's just as well to say "Untied:" - as when you order a
unit you are "tying" up money.
Secondly, depending it on buildtime would not only be
somewhat hard to do, it would also have one huge flaw: There
are multiple build queues. If I order two m1a1s, it could say I
had ~12000 'untied' - but if I went to buy a helo for that sum,
dang, I don't have enough money.
So it isn't really useful unless you have a single-queue system,
which this isn't. And even then, it's almost assuming that you
will be producing constantly.
Besides, this isn't a bug (this is the bug tracker you're posting
to), and it isn't high enough on the payoff/devtime ratio that I
believe it will have much attention.