Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Ok so some mechanics to manage customers have been added. There's an HR page where you can hire Tech teams, Sales reps, Researchers and Customer support. 

Sales reps will slowly acquire customers, provided you established an infrastructure next to their home. Other than money, customers will generate complaints, so it's a good idea to hire a few customer support folks to assist. If you won't have enough, customer satisfaction will plunge and customers will disconnect from your network. 

The second major addition is the overhaul to the connections. Now a connection between buildings or components have a logical path (a straight line between two points) and a physical path which is the actual path of the link through the city. Connections at the moment are copper wires, and in the future will be fibers and radio links. copper wires and fibers usually go on telephone polls alongside roads or in tunnels right next to a road. Occasionally a disaster can occur, a tree falls on a telephone wire, someone decides to dig a trench next to his shop or other shenanigans... Those will most likely break all the connections running on that road, cause huge traffic outages. That's why it's wise to have connections with different routes. In the future I will add the option to create protected trails over those links with main and protection paths, and they better go over different roads!


Nice, you seem to be making very good progress on this - does the game allow multiple connections to the same point yet?

Thanks for commenting! Yes it's possible to make multiple connections all around, however it's very tricky to get the right numbers. For example 20 customers are connected to two different LDFs (10 to each) some of them are trying to call to the other LDF and others want long distance calls or international through several teleswitches in between. The teleswitch needs to know how much bandwidth to send to each connection and if I don't want to develop a whole new routing protocol (which currently I don't) I'm sort of guesstimating the numbers

I can imagine that the final system could be super complex if you went far enough; my advice if you want it is to keep a simple system as you can for as long as you can and only make it more complex when it'll improve the gameplay experience.