View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008775 | Valley 1 | Suggestion - Guardian Power Ideas | Jul 5, 2012 5:56 pm | Jul 6, 2012 3:19 pm | |
Reporter | PurelyApplied | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.109 | ||||
Fixed in Version | 1.112 | ||||
Summary | 0008775: World Structure Effects Buffed by Region | ||||
Description | It seems to me that there are some natural choices on where to place certain world structures; for instance, a covered farm seems ideally placed in a grassland, a lumbermancy placed in a forest, and a aquaurgist's well placed over water. I've personally been doing this already just for the esthetic, but thought it might be incorporated into an interesting gameplay tweek: increase the skill provided by structures when placed in preferred landscapes (or decrease the return when placed on ill-favored regions). I'm not entirely clear on how skill points will be used with NCPs, so balance might be an issue. Still, a x2 or x1.5 return for a good area choice for your buildings (or a x0.75 or x0.5 for a bad one) would give incentive to clear more of the continent, instead of just piling structures wherever there is space. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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...I'm not sure that I'd want to tie the structures to regions by themselves (since it seems a little odd to my way of thinking), but I would like to see some regional importance. Instead, what if the region determined how much the points it granted were "worth" to each NPC survivor (assuming they each will get the same boost normally); I'd like to see some importance in survivor time periods anyway, and this would fit. I'm thinking you'd get a x1.2 multiplier if the survivor is of the same time period as the structure (since they're used to working in the area), and possibly there'd be a x0.8 multiplier for some period-to-region relationships since the survivor would really dislike it there. (Ice Age characters, for instance, would likely not want to work in the Lava Flats because it's too hot, while Draconites won't like the Ice Age because it's too cold, and so on.) |
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Thanks! * Structures that are built on the world map now get bonuses to their production depending on what region types you build them in. ** Adventurer Barracks: +50% skill points on Junkyards ** Apothekinesis Tower: +50% skill points on Grasslands With Groves and Abandoned Towns ** Aquaurgists Well: +50% skill points on Ocean Shallows ** Center For Technozoologicalism: +50% skill points on Ice Age Snowy Plains and Thawing Plains ** Forgical Arts Workshop: +50% skill points on Lava Flats and Desert ** Lumbermancy Focal Station: +50% skill points on Evergreen and Deciduous Forests ** Stonebinder Tri Tower: +50% skill points on Craggy Highlands ** Covered Farm: +2 food production on Grasslands and Grasslands With Groves |
Date Modified | Username | Field | Change |
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Jul 5, 2012 5:56 pm | PurelyApplied | New Issue | |
Jul 5, 2012 6:51 pm | BenMiff | Note Added: 0026344 | |
Jul 5, 2012 6:51 pm | BenMiff | Note Edited: 0026344 | |
Jul 6, 2012 8:51 am | tigersfan | Internal Weight | => Feature Suggestion |
Jul 6, 2012 8:51 am | tigersfan | Status | new => considering |
Jul 6, 2012 3:19 pm | Chris_McElligottPark | Note Added: 0026415 | |
Jul 6, 2012 3:19 pm | Chris_McElligottPark | Status | considering => resolved |
Jul 6, 2012 3:19 pm | Chris_McElligottPark | Fixed in Version | => 1.112 |
Jul 6, 2012 3:19 pm | Chris_McElligottPark | Resolution | open => fixed |
Jul 6, 2012 3:19 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |