Changes

458 bytes added ,  09:30, 21 September 2010
Added lots of ideas
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* Incorporating counting of money (bills and coins) to make change
 
* Incorporating counting of money (bills and coins) to make change
 
* Cool Random Events:
 
* Cool Random Events:
** Ants steal your supplies
+
** Ants steal your supplies (-10% sugar)
*** -10% sugar
+
** A lemon truck crashes in front of your stand (+10 lemons)
** A lemon truck crashes in front of your stand
  −
*** +10 lemons
   
* Weather patterns impacting sales
 
* Weather patterns impacting sales
 
* Making materials perishable to increase difficulty
 
* Making materials perishable to increase difficulty
 +
 
=====In progress=====
 
=====In progress=====
 
* Creating seasons to vary prices and product demand<br />
 
* Creating seasons to vary prices and product demand<br />
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=====Wishlist=====
 
=====Wishlist=====
 +
* Random events that may influence supplies and/or cost and/or customers<br />
 
* Advanced mode: changing the recipe for your "lemonade"<br />
 
* Advanced mode: changing the recipe for your "lemonade"<br />
 +
** Strawberry Lemonade
 +
* "Tools" to buy to increase efficiency
 +
** Juicer reduces lemon requirement of recipies by 1/2
 +
* Hidden values 'advertising' and 'loyalty'
 +
** Upgrading the stand / buying more recipies increases advertising (does not decrease)
 +
** Prices close to customer's expectations / satisfying demand increases loyalty (decreases over time)
 +
** Both could act as a multiplier to customer demand. (base demand x advertising x loyalty = actual demand)
 
* Implementing Bargaining / Haggling<br />
 
* Implementing Bargaining / Haggling<br />
* Random events that may influence supplies and/or cost and/or customers<br />
   
* Potential use of network, competitive, or cooperative modes<br />
 
* Potential use of network, competitive, or cooperative modes<br />
 
* Choosing location of Lemonade Stand within the town, would influence sales, cost of supplies, etc.<br />
 
* Choosing location of Lemonade Stand within the town, would influence sales, cost of supplies, etc.<br />
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