pixel
Friendship Rank 1
Posts: 29
|
Post by pixel on Dec 18, 2023 16:34:56 GMT -5
So, there's perks for prey, herbs and treasure, but none for sand, stone, and wood. This makes maintaining these stockpiles after you've completed construction pointless, which makes them a bit of a macguffin (which should be avoided in game design, I think). I've been thinking over it the last few days and here's my suggestion:
Stone - provides 1 extra building tile for your home per day
Sand - provides a bonus to garden growth (say, each garden tile receives a bonus check every new day, with a 15% chance to pass the check and receive a bonus day of growth on that tile)
Wood - this one I'm the least sure on. I've got three ideas:
1) provides a small boost to the quality of wild herbs (like a +10% chance for a one star to become a two star)
2) provides a small boost to legendary spawn chance (say, +1%)
3) provides colony fighters with bonus health
Personally, I'm leaning towards option 2.
I think for mid to late game this would provide more functionality to stockpiles and offer another layer of complexity to assigning squads, which becomes more of a rote task after completing the map and all construction projects - now instead of maintaining three piles with four squads, you have to divide four squads between six resources.
|
|
|*| Thrush |*|
Friendship Rank 2
|*| Honestly- at this point I don't even know- |*|
Posts: 188
|
Post by |*| Thrush |*| on Feb 15, 2024 7:59:17 GMT -5
stone would be way op. I think 1 for wood and 3 for stone. But if FalcDev were to do that, I think it would have to be a necessary evil to add more barracks upgrades...
|
|