Employee Tech/Design skillCap ||| employee pool ||| mmo-content

In late stages of game, you are limited by skillcap around 900 for tech, des, speed and research, leveling over that is hard, so basically you end with 7 people with 900/900. But you want to make great games so, you need to get your team proffiled, lets say in ratio 1,5/1 for tech/des. I have an idea: skillcap for tech and design share the same amount: cap 1800. you can get easily to 900/900, but then you can learn over very slowly. But if you boosting only one of them (of course, the higher levels will be much slower), you can get over 900 more easily and keep your team proffiled to specific types of games.


also be good to have some employee pool: then you can make all types of videogames, if you can pay all of the stuff.
let’s say that passive employees will have just 1/2 wage, but they will have no benefit to game production.
They will be Swapable.

and finally: if you have released some mmo, you can boost it’s sale’s (or even hold it trough on some stable levels of sales) through **donating variety (slider) amount of ** R&D points (let’s name it: update content / patching) and lower running cost’s from techlabs project: (game name’s) MMO Server and then from slider server maintenance.

(but this will require a lot of balancing to not devalve playability)

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Nice Ideas, thanks! :smile: