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7 pointsToday we publish the first Identity Insider update, bringing you detailed information about key systems in Identity. Our website has expanded with a small page detailing corporations and their classes, also available below: Corporations in Identity You've made a lot of cash working odd jobs, or maybe even the odd less-than-legal task; now that you've had a taste of success, it's time to forge an empire. Corporations will allow the successful with a little extra cash to become driving forces in Identity's dynamic economy. Corporations are organizations similar to, but separate from, gangs and other social structures. They have the added ability of owning assets and issuing work orders to their real-player employees. Some assets, such as the largest cargo trucks, are available only to corporations. Once formed, the corporation is assigned a telephone number for public contact and the director (owner) can build a logo using an in-game design tool. It's then time to hire a staff and get to work. Classes of Corporations Delivery Delivery corporations can buy large vehicles for big hauls, vehicles not available to the general public. While any player can deliver goods in vehicles such as vans, to get the big-bucks you'll need to join a corporation. Legal Let's face it, crimes happen and criminals are going to be arrested. They'll need someone on the outside to convince the jury that they did nothing wrong. This is where legal corporations come into play, and their services aren't always cheap. Transportation People need to get from point A to point B and they don't always have the means to do that themselves. Transportation corporations own special vehicle assets including taxis and more, helping those in need get where they need to be. Manufacturing From the shoes on your feet to the sofa under your seat, almost everything in Identity is built and crafted by other players. Manufacturing corporations give their employees access to a wider variety of constructables and resources, for a cut of the profits. Always Expanding As with most things in Identity, we at Asylum will constantly be expanding this system adding new classes of corporations and building on those already available. Identity's release is only the beginning. If you have any ideas for a well-suited corporation class, let us know on the forums.
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2 pointsSo in regards to the thread created here: I thought it would be appropriate to make a thread for suggestions on new classes so I guess I will start. I am not sure if these classes are the only actual predetermined options someone can make their company, but assuming that is the case, classes should be generalized to fit the owner's creativity. I believe the class system should be restructured like so to represent what an economy would run like in a mixed economy. Again, I understand that this is a first-look at what corporations will look like and yes it is a hard copy which is why its a good idea to discuss Service Business: A general class involving servicing clients with a contract-based feature that will allow owner's to quote an order for essentially anything a customer wants and then both parties would approve of the agreement. An example of these services could be delivering 5 crates of shirts from point A to point B or having a car repaired in a body shop. While on the opposite spectrum, orders can be made for accounting firms and law firms as well. Merchandising Business: This will be the most common type of business in Identity and is the foundation of any economy. The method of buying and selling products higher than their purchases costs to turn a profit is what this type of business is all about. Examples of these include: Convenience stores, resellers, or car dealerships. Manufacturing Business: This type of company will have the intention of making new products to showcase on the market, and will sell to merchandising businesses in bulk to get money faster but also because it is very cheap for them to manufacture the product the more they make. Hybrid Businesses: Of course not every business are classified under one specific branch. Many companies join two channels of distribution into one in order to work more efficiently to produce a final product / service. Examples of these are restaurants where they manufacture food and sell it as a meal to consumers. As one can see these channels of distribution set each other up for a great-looking and proven economy that runs smoothly. I am interested to see if different types of forms of business ownership will be introduced, or if corporations are the only option. If so, how would you all like to see it play out? Do you think adding sole proprietorship, partnership, etc. as options will be beneficial? Thanks for reading!
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2 pointsActually, a rant is exactly what it is because: A - You're not an executive of Asylum nor are you a Dev, ergo you're not in a position to do anything, at all, about any of the things you mentioned. B- All your questions have already been answered, and answered in this section of the forum, AND on page one, AND not just once.....so in fact you didn't even have to search for answers to your questions/concerns *rolls eyes* (oh and in case you might have missed it, yeah that's sarcasm )
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2 points
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2 pointsLike the other guys have already said, Asylum have been humble about their bad PR and I believe are now making a noticeable effort to pick themselves up. If you are new here however then I understand if you missed some of the details. I haven't really paid much attention to the deadlines as I knew they would be highly flexible from the beginning, especially for a small dev company. As a small dev it's very hard to predict from the beginning when betas and full releases will come around, after all they have other duties and their families to tend to, no doubt. Keep watch for the coming months and I think you will be satisfied with their progress. They have just increased the progress bar on the first module for starters. I don't think you understand the meaning of the word 'Propaganda' And what he said was actually true, it's just you've seen the deadlines change before he has, clearly.
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2 pointsthank you everybody for the comments and not going full rage mode lol. i will wait a couple more months and see how state of developement is ! thanks for your time.
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2 pointsHe may have give a statement as false but his argument is perfectly ok. Yes, they only gave a video with unity assets as it was a concept that they were trying to get funding for. They have had 2 dev blogs yea and its a bit little, they have also apologised and admitted they have bad PR (Public Relations) which they gave a justified reason to it. They just released a new announcement Click Me! The game play video you refer to as which you state: well there is something wrong here as MoTown stated that it is basically done, just paratus the project lead has to do the last part before they release it and well he prioritising his other different "co-existing jobs which i cant remember all but are The project Lead, A programmer and the last one i don't remember". One thing else is they didn't release 2 concept trailers as far as I am aware as well there is only the kickstarter one. My advice to you is if you need more information on the project or just more content first then wait for it and then get the game if you are satisfied as there is no rush!
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1 point
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1 pointHello. It has been specified that every item in the game will be manufactured by the players. That being said, manufacturing has much room to become a field, which is focused not only on the products but the process of manufacturing too. I am not entirely sure how manufacturing is going to work, but I assume that there will be factories (or another unit), in which production will rely on the number of workers and resources available. My suggestion is to make that manufacturing of every advanced item would require simplified research. For example, if the founder of a corporation wants to manufacture TVs, he would need to gain the ability in terms of research. Corporation could have a menu, in which founder (or high-rank worker) would select the type of technology to be researched passively over time. The research time would depend on the amount of owned factories, workers, and previous research. It could take from few days to few weeks. The researched technology would allow the operation of the specific type of equipment across a corporation. I am not sure how far developers would be willing to go with research system - a simple strategy game-esque menu or real worker actions(science ?). But the purpose of gaining a technology before starting the manufacturing is simple. Newly founded corporations should not be able to outcompete old corporations the same day they are founded. Manufacturing should be a strategic process, that requires long-term planning.
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1 pointFirst of all, I want to say hello to you all, as it is my first post on this forum. Considering that business is going to be a crucial part of the game, I have to say that four classes of corporations are not enough. Below I suggest two additional corporation classes, which would diversify the businesses in the game. Resource extraction corporations Assuming that the game will have mining, logging and farming systems, there could be agriculture and mineral obtaining corporations. Similar to manufacturing, these corporations would have workers which work in the field. This type of corporation could have access to high-level tech (e.g. modern tractors and advanced mining equipment), that could not be operated or purchased by individuals. These corporations would sell materials to manufacturers, and that would make manufacturers dependent on the prices of materials. This would create a multi-branch manufacturing economy, in which gaining monopoly would be harder because different classes of corporations would need to cooperate. Gambling corporations Since it was reported that game will have gambling systems, it would be logical to have gambling corporation class. This class would include betting and casino businesses, that could be connected into one, big chain brand and compete with smaller business units. Only corporations could have the ability to purchase the most luxury gambling buildings and their machines. Let me know if you think these implementations would make corporations a more interesting field of the game. Thank you.
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1 pointMy whole plans for this game revolves around this 'corporation system'. One thing that got me interested most when reading "Identity Insider #1", was the statement; 'They have the added ability of owning assets and issuing work orders to their real-player employees.'. Issuing a work order? That must mean there are unique game mechanics just for manufacturers. Interesting. I like what you have listed, but I personally think any careers that real players can pursue were covered with the original four (Delivery, Legal, Transportation and Manufacturing). Furthermore, we, the leaders in corporation creation, can design and create our own in-game logo! Incredible! And a telephone number. I am getting that feeling of hype that I haven't experienced since I first started day dreaming about what is game will become. But keep the ideas coming, what we suggest now might be implemented into the game! I'm so excited that the devs are talking to us again!
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1 point
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1 pointNo air vehicles at all other than a glider being considered (can be changed in future).