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IDProjectCategoryLast Update
0008807Valley 1Suggestion - Balancing IssuesJul 10, 2012 9:01 am
ReporterIpkins Assigned To 
Status consideringResolutionopen 
Product Version1.113 
Summary0008807: Make common buildings craftable
DescriptionOk, here is a small idea I have mentioned already in one or two comments but I think maybe a separate issue to discuss it is a good idea.

At the moment, there are two ways to obtain buildings for your settlement: Secret Mission rewards and (in case of the common buildings) the opal store.

My suggestion is to add a third option and make the common buildings craftable.

The reasoning behind this: For me secret missions are always "nice to have" things, stuff I stumble upon while exploring and thinking "Oh, neat, a personality structure I could use, I will do the mission!". I don't like the idea of having to "hunt" for secret missions to obtain important buildings like farms or wind shelters. And while the store provides an alternative, it is quite expensive (and should be, otherwise people would just buy these things when needed and not do secret missions for them at all).

If, however, the buildings were craftable like spells, this would give players another incentive to gather materials. It would make sense if the buildings needed things like granite, cedar, maybe cherries and plums for the farms. The price would have to be carefully balanced of course and I would retain the way to get them as secret mission rewards "for free". Maybe the crafting option could also replace the opal guardian store solution, that would have to be discussed.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0008648 considering Alternate crafting uses for Ores (possibly scrolls) 
related to 0008776 resolvedChris_McElligottPark Farming for farms 
related to 0008842 resolvedChris_McElligottPark Covered farms in Secret Missions 

Activities

BenMiff

Jul 7, 2012 9:53 am

reporter   ~0026445

The problem with this one is that crafting materials are per player, while guardian scrolls are per continent, so it brings a couple of big problems. Firstly, it's massively more powerful in multiplayer (since each "instance" of a ingredient is multiplied by the number of players picking it up). Secondly, it breaks the idea that you need to build up each continent on it's own, since you can just buy things with the materials from your last continent.

However, a possible alternative would be to add a guardian scroll to the cost, so that it's less crafting new scrolls and more converting scrolls to ones you actually want. The costs would still be things like granite, iron, lumber, cedar logs, copper, etc. though, just with an extra so that it's a way to deal with the RNG being unhelpful and to not spend ages hunting for the essentials (since finding /a/ secret mission is much, much more reasonable than finding a specific secret mission.)

Issue History

Date Modified Username Field Change
Jul 7, 2012 6:22 am Ipkins New Issue
Jul 7, 2012 6:23 am Ipkins Relationship added related to 0008648
Jul 7, 2012 6:24 am Ipkins Relationship added related to 0008776
Jul 7, 2012 9:53 am BenMiff Note Added: 0026445
Jul 9, 2012 12:16 pm Ipkins Relationship added related to 0008842
Jul 10, 2012 9:01 am tigersfan Internal Weight => Feature Suggestion
Jul 10, 2012 9:01 am tigersfan Status new => considering