Thejuiceman

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  1. Core Transport Corporation

    Air, Things are looking great bud and it's nice to see some footage from inside the game! Still actively following along on this thread so let me know if you need anything! Juiceman
  2. Core Transport Corporation

    Hello, love the business model. Id like to focus on the delivery side of the business. I hope we can get some insight to see how we can communicate easily with the producers to negotiate delivery services to advertise in-game and maximize growth. I have a few ideas I want to throw into the wind, and I'd also like to mention I am up to have this as my number one priority in-game if we can work together in the future. Security - Depending on the profitability of each shipment, security should be laid out as a scalable measure depending on possible profit loss vs. danger of loss of shipment. This early in development it's hard to see how bad hijacking of shipments and gangs will pose as a risk for these deliveries. I believe this can be a very profitable side of the business that we can charge heavily for and recruit very effectively for employment. Template guide for security scales follows: 1. Driver (No security) - $ 0 extra charge 2. Driver + 1 armed guard (pistol) - $ 5000 (possibly include this for free for every shipment?) 3. Driver + 1 armed guard + 1 follow car with 2 guards $ 10000 4. Driver + 1 armed guard + 1 follow car with 4 guards. $ 20000 Delivery charges - up for debate, but I'm thinking most shipments will be picked up at one location, and drove straight to delivery point. Meaning most shipments won't matter on how much size they take up in the trailer for the delivery company, as costs will be the same. Meaning there is no incentive for the farmer to produce a full trailer load before pickup, but will cost us for small shipments. I believe in a flat rate for a delivery based on hourly rate or distance instead of trailer space. This will allow for scalable security per customer. Leaving trailers to fill for reliable customers - this one is straight forward. We see a very productive producer. We leave trailers to fill on their property. We swap with an empty trailer when they call for pickup. This will help build partnerships early in game for a reliable source of income Providing harvesters for farmers - if we see an influx of employees without much work this would be something to consider. We provide people to the producers as employees. They provide land, we harvest and they get a small cut of profits while we take home most of the income. This would allow the farmers to leave the game, deliveries still be harvested from their resources, and both sides see continuous profits as long as we have somebody trustworthy online to manage the transactions. Supervisors and departmentalizing the company - First of all, I am again only going to focus on delivery services as described above. I am going to breakdown a rough draft of the idea I have to manage these assets effectively: Board of directors receives 25% of profits for growth Logistics COO - 25% of profits - 1 person - Head of delivery service (planning, troubleshooting) - performs all tasks underneath for inactive positions - requests purchases from board of directors - validate books for department 1. Delivery purchaser - 25% of profits due to large workload 1-4 people - Negotiations - Book keeping (possible addition of secretary) - communication between customer and dispatcher (between drivers and customers if dispatcher is inactive) 2. Delivery dispatcher - 25% 1-4 people -Simple delivery requests -Trailer drop offs/pickups -Security requests -harvesting requests 3. Drivers - 50% of revenue from shipments (Fuel and repairs from accidents come from drivers 50%) 1-4 people 4. Security division - 75% revenue of security contracts ( all money will be split between manager and all employees who worked job) A. Security manager 1-2 people - Delegate security contracts - Delegate details for harvesting requests - provide legal money making schemes for security in down time B. Security detail 1-20 people This set up is scalable from 3 people (COO, 1 Driver, 1 security) to 35 people for a working profitable empire. Let me know what you think. Sincerely, Future Core Transport employee, TheJuiceman
  3. Workers union empire

    First of all, love every idea this game has and can not wait! Now down to business. Too many times these economies are driven off course by the volatility of citizens turning to crime for a quick buck. Honest jobs should outweigh the pros and cons of crime and crime fighting. Sure there will always be a place to have some fun every once in a while with this free land that is promised, but the world should be driven by the free market economy, supply and demand, and there should be a substantial reward for those who are the fuel behind this engine. And these gains should be shown in our wallets and bank accounts. What I am proposing is simple: -A union where we invest for the small man, using simple math to compound interests for their return investment -A union where we take this capital and invest their money into building a large corporation for added revenue -A union that offers security from a gang banger who hijacks a shipment or a corrupt cop stealing your hard earned cash. A system that can cover losses through purchasable insurance. Maybe adjustable insurance plans depending on the size of the union. -A union that offers loans to grow the small man's business based on personal relationships, and not just some flat rate vs collateral match we see in banks And finally -A union that represents our role playing needs, and shows our political and economical leverage on this great world of identity as the working class Together, we can be more powerful than any gang or law enforcement agency in the game, legally. Then we can buy all of our favorite toys, run the government how we need to, and buy the security we need for a happy lifestyle and a fruitful independent empire. This will take many great people and many great ideas to get running, but we seem to have time to waste... So if you have any ideas please feel free to throw them out there! Peace
  4. Workers union empire

    First of all, love every idea this game has and can not wait! Now down to business. Too many times these economies are driven off course by the volatility of citizens turning to crime for a quick buck. Honest jobs should outweigh the pros and cons of crime and crime fighting. Sure there will always be a place to have some fun every once in a while with this free land that is promised, but the world should be driven by the free market economy, supply and demand, and there should be a substantial reward for those who are the fuel behind this engine. And these gains should be shown in our wallets and bank accounts. What I am proposing is simple: -A union where we invest for the small man, using simple math to compound interests for their return investment -A union where we take this capital and invest their money into building a large corporation for added revenue -A union that offers security from a gang banger who hijacks a shipment or a corrupt cop stealing your hard earned cash. A system that can cover losses through purchasable insurance. Maybe adjustable insurance plans depending on the size of the union. -A union that offers loans to grow the small man's business based on personal relationships, and not just some flat rate vs collateral match we see in banks And finally -A union that represents our role playing needs, and shows our political and economical leverage on this great world of identity as the working class Together, we can be more powerful than any gang or law enforcement agency in the game, legally. Then we can buy all of our favorite toys, run the government how we need to, and buy the security we need for a happy lifestyle and a fruitful independent empire. This will take many great people and many great ideas to get running, but we seem to have time to waste... So if you have any ideas please feel free to throw them out there! Peace