SuggestedMerge Four Construction Items Into One

about 2 hours ago

BOONIESTEEP

340 Total Respect

BOONIESTEEP

340 Respect

about 2 hours ago

The Story of Construction Material Balancing
The robbery job outputs materials at the fixed rate of 40% nails, 30% bricks, 20% concrete, and 10% steel. The uses of construction materials, however, have never been proportional to the formula.

For a long time, PEs were the main place where materials went to. But PE's have a different ratio. If one did all of their own robbery to build a PE, they'd end up with around 200-300 extra bricks, concrete and steel by the time they had enough nails. So unsurprisingly, nails were expensive as the bottleneck, steel had very low value, and bricks/concrete were kind of in between.

To balance this, when the smuggling update came out, the steel needed to build and upgrade submarines was massively disproportional to robbery outputs (up to 3x as much), nails were pretty close, and bricks/concrete were under. As a result, steel shot up in value and concrete/bricks became very cheap.

To balance this, when the luxury compound update came out, bricks were a disproportionate cost in building them and building/upgrading the docks parts, leading to them skyrocketing in price. The current situation is of a high brick brice and rough parity between concrete/bricks/nails, although concrete is likely to keep falling because it's overproduced for every current major use.

To balance this...

  Nails Bricks Concrete Steel
Job Output 40% 30% 20% 10%
         
PE Construction 47% 28% 17% 8%
         
Sub Upgrade (Tier 1) 41% 16% 16% 27%
Sub Upgrade (Tier 2) 39% 16% 16% 29%
Sub Upgrade (Tier 3) 36% 17% 17% 29%
         
Compund Construction 31% 52% 13% 5%
Docks (All Upgrades) 30% 49% 15% 6%

construction material ratios vs updates

I think you get the point, it's an endless cycle of updates balancing other updates, all of which ultimately leading to some kind of over/under production and needing to be updated again.

The Game Design Question

All this lead me to the question - what's the point of having four different construction materials - compared to the just having one? It makes building stuff and balancing the economy more complicated, but what does it add in exchange? Does it enchance gameplay in any way?

I generally think that meaningful choices deepen the game. A lot of recent updates have created interesting tradeoffs that allow players to pick between multiple, equally valid paths based on their preferences. You can become an expert reviver (and get the Medallas for it) but you have to sacrifice 20k energy in the gym. You can invest in production prestiges early, but you have to cut down your premium alcohol use for some time. You can get those prestiges unlocked faster by grinding standard jobs for rep, but you lose out on the money you'd make from robberies. You can use Cannabis/Hustle Pills to make more money/progress on jobs faster, but you fall behind on coke energy etc.

The four construction materials offer no such meaningful tradeoffs. You can't pick which ones to focus on making from robberies, and you can't really make meaningful choices on how to spend them. You can't build alternative houses using different material ratios or focus on different upgrades.

There's always been one bottleneck material depending on the latest updates (nails -> steel -> bricks) and you're going to have to buy/farm it eventually, with the only meaningful choice being how long you wait to do so.

Construction Supplies - The Single Item Solution
For these reason, I'm proposing the adding of one single generic material, called Construction Supplies (CS). Construction Robbery will output the same number of items as before, but they will all be Construction Supplies. Properties, submarines, upgrades would still take the same amount of items, but they would all be combined into a single requierement of Construction Supplies.

For example, a Luxury Compound that costs 6k nails + 10k bricks + 2.5k concrete + 0.9k steel currently would simply cost 19.4k Construction Supplies (CS).

This would simplify balancing the economy and gameplay, without removing any meaningful choices.

The Conversion
The conversion from legacy building materials to CS could be done in a number of ways. Job output and building requirements could change immediately but converting existing stock doesn't need to be.

My suggestion here is adding the option to Carlos Construction in Town to convert an unlimited number of legacy materials to CS. While a 1-to-1 option might be the simplest, it would disproportionately favour holders of low value excess materials (like concrete) and punish people who just spent their bricks. Following the job production ratios (1 Steel : 2 Concrete : 3 Bricks : 4 Nails) would also produce results very far off from current market reality.

To keep things simple but fair, my suggestion is to follow the current market ratio of 1 brick being worth about 2 of everything else. This would make the exchange rate be 2 CS for 1 brick and 1 CS for 1 concrete/1 nails/1 steel, which would be a reasonable tradeoff for people who spent a lot money on bricks following the recent update. The Carlos Construction conversion option could stay open for 3-6 months to give everyone the chance to exchange.

As for the legacy items themselves, I would suggest keeping them in the game as a Collectibles rather than fully removing them. Anyone choosing to hold on to some of their old items could show off their Ancient Bricks, Ancient Concrete, Ancient Steel and Ancient Nails years down the line, to prove they are the real OG.

TL;DR
The four construction materials are unnecessarily complex and a balancing nightmare. Merging them into a single item would allow players to build stuff more easily and more quickly, make future economic updates featuring constructions more accessible to all of the playerbase, and reduce the large price fluctuations associated with them.

What should we do?

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Responses

42 minutes ago

FROSTY

28 Total Respect

FROSTY

28 Respect

42 minutes ago

So the people that have already started a compound build... What about them?

41 minutes ago

MARLIS

158 Total Respect

MARLIS

158 Respect

41 minutes ago

I personally don't like the idea of changing such a fundamental part of the game so drastically. The construction robbery job is the only job with multiple items as a potential reward and taking that away also removes a unique job mechanic.

The idea of exchanging construction items sounds interesting though. How about being able to "buy" construction mats at Carlos' for other construction materials at the rates proposed by you? That way, huge excess can be easily exchanged at the price of not being able to sell for the same value. At least that's what I'd propose, make exchanging items slightly "not worth it" compared to buying / selling on the market. Else only a single item will be traded and all other items will be exchanged into it.

41 minutes ago

THORN_IRONCLAD

-88 Total Respect

THORN_IRONCLAD

-88 Respect

41 minutes ago

i introduce our new construction item, SCRAPZILLA!



40 minutes ago

DAN

420 Total Respect

DAN

420 Respect

40 minutes ago

I don't like the idea of merging all the items into one personally but I do agree something should be done.

I'd maybe like to see the rate of how many items drop in one job be nerfed. It brings in tons of materials. Then making the drop chance between all of the individual items a shared chance between them.

Then my ideas for any materials that you don't need or don't want to sell maybe have the Shop 'Carlos Construction' be intergrated into taking some of the quantity of items out the game. Maybe offering a global contract to fufill (Almost like a mission) where he want's an order for 20,000 Bricks and in return offering a Church boost or something? I don't know I'm thinking out loud since what I already do with my overflow materials is donate them to people building or give them to the Church.

But I know Carlos Construction is basically a useless spot in the town and I'd like to see some feature maybe involve that before combining all the items.