Regarding my message about graphs: you can round data kept to ~5years, probably give some flexibility to user to make some ranges bigger, some smaller. No need to keep everything. Probably add research for this. Thus people who play more will get more benefits, etc.
I have 2 car designs, both of them use Alpha Engine (and other parts) but of different levels (0level and 5+level). Unfortunately, in storage those parts are considered interchangeable. Thus I can't produce low level car, as all parts produced for it are used for another car.
You should be able to produce both. If you look at the car info, you can set a limit at how many you will produce at most. If the limit is reached it won't produce more than that.
Well it depends. Higher quality can also mean a stronger, more durable material is used which often weights more than less. It could also mean adding more material to make it more bulky. So generally I think it is more often that a higher quality weights more than not.
They improve the basic values of new cars you make. You can sell better cars for more and faster than weaker cars. So have to spend money first to make better cars which will generate a better income.
Can you add one thing these games never have, please: graphs of production/sales times/storage utilization/exp growth/etc. Basically option to see graph of all data during last N days of playing. I know this will increase save size, but would still be worth it.
I will think about it. Currently only the last 4 years of data are saved. Because the games are saved online, there is also a limit of how much I can save, but maybe I could save the most important data or so.
Linear growth of workers salaries is not realistic. There should be rotation of workers and you should be able to fire worker who ask for too high salary over the market.
In reality people also become sic, have holiday, die and so on. Making it too realistic would probably be not that good for the game. In the game there is an inflation and people ask for more salary every year to cover it.
For every new car you produce, the time is reset and because a new car is generally better than the last one and you gained some image, you will sell more from the next car with a higher price. You just should be careful not to wait too long to create a new car.
But I will add the exact calculation to some description in game with some of the next updates.
1) add a list of customers with all their equipment shown. Preferably mark equipment that is out of level range. Seeing only customer and his power doesn't give any information about his equipment status. Having 10+ customers makes monitoring equipment a pain.
2) When quest ends and some equipment is broken, add an option to forfeit and replace that equipment without need to open another window.
It should be possible to trash broken items from finish quest screen. Otherwise I have to first finish quest and then search for a single customer with broken item amongst a bunch of then in some other screen.
Thanks for the feedback, we'll relay the message to our development team. For all future suggestions, please use our Suggestion sub-forum at http://forum.shopheroesgame.com or by sending us a support ticket so that the right team hears your voice. Thanks for your cooperation!
Hi, Ardagan. Could you please reword the request? Or add more specific details? Currently, you can enter one hero's equipment and scroll through the list without backing out.
This game definitely need some better filtering of items: By resource used, by worker, by workstation, only ones you can produce, all except marked, by level, etc.
You should be able to produce both. If you look at the car info, you can set a limit at how many you will produce at most. If the limit is reached it won't produce more than that.