bob
Farmer
Posts: 1
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Post by bob on Apr 14, 2020 18:12:25 GMT
i know abundance is randomly generated in the game right now but i was hoping to change that. i was wondering if people had any suggestions for this topic. if you do, please pm me.
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Post by lebujian on Apr 25, 2020 10:16:16 GMT
in a way, nobody builds an oil rig randomly in the middle of a field, then checks if there is any oil before searching for another random place to plant their rig. They research locations first.. So maybe something like the exec search? Hire someone to search for this in the background, and when u found a good abundance, u place ur rig? Then again, u could image the prospecting (build/scrap/build/scrap) as someone doing the research of finding oil pockets, only to usually come up with small pockets that aren't worth the time. So basically the same thing. Alternatively, the abundance could be an amount instead of percentage. Fixed rate/our, the higher level the building, the more u can take out/h, the faster it runs dry. Meaning smaller players would take longer to deplete while bigger players going straight for level 10 would deplete them faster. Also meaning anyone can use any rig and get the same sourcing cost, difference would be in how long they can use that rig/quarry/mine and how high level they can upgrade and get a good ROI out of it. While the existing way of doing it seems a bit more realistic, it still forces people to search for high abundance. Not because they want to use it a long time, but because they want a decent sourcing cost. And everyone is stuck doing the prospector dance for a few days/weeks with 30% abundance junk. Problem is, in some cases (happens to me), you will outgrow mining and look for higher tier production, get closer to the end of the pipeline. Mine is still 95% abundance. You spend days/weeks finding it and it's becoming a strain on your profits before it outlives its usefulness. Current way is interesting, adds an interesting dynamic/mechanism to the gameplay. So would the alternative, but with less frustration. I mean, u could still prospect a huge resource pocket if you want to have it for a few good months (or at a high level), but u could also use a small one which is especially good for smaller players. Also meaning smaller players would be able to use them for a longer period of time (because low level building), which kind of makes sense. I see no reason why a mine depletes at the same rate for a level 1 building as for a level 20 building, and even without using it. It might affect pricing a bit, seeing as it's a lot easier to get a basic mine going, but then again, let's be honest. Who wants to go into mining, will do it, and will search for bigger resource deposits. It would however diminish a big part of the frustration in doing mining/prospecting, which is scraping buildings for days/weeks on end. If you want players engaged and having fun, maybe don't waste their time. 1day+ on an upgrade.. sure. 1week+ scraping/building.. meh.
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