#Buffing of Landmark and removal of Passive in Converter

1 messages · Page 1 of 1 (latest)

glacial roost
#

Buffing of Landmark and removal of Passive in Converter

I propose to improve Landmark and remove Passive from Converter.
Both proposals are designed to increase the value of Tier 3 and Tier 4 land. Currently there is no attraction for high Tier land in relation to price.

  • Landmark
    Landmark is taking up valuable middle land space but is less effective.
    Tier 3 Landmarks in particular are not Fuel and I would like to remove them. Waste of space.
    Currently, Efficiency is increased by 10%, but should be increased to 20%.
    At the very least, Landmarks should be able to be moved or removed freely.
    (I would also like Tier 3 Landmarks to be Fuel, but this will not be possible as they are after sale.)

  • Converter Passive
    First of all, Converter Passive is not the CONVERT command of Converter, but the COLLECT command.
    The land that benefits the most is Tier 1 land, where you can gain a lot of fuel simply by laying down Converters.
    The higher the Tier land, the less available space there is, making this strategy harder to implement.
    Tier 1 is also the most advantageous based on the amount of COLLECT gained at Converter Lv 1.
    For example, Tier 3 can get two fuel in COLLECT, but Efficiency is reduced to 50%, which is 1.
    Tier 1 remains at 1.
    Converter Passive increases the value of Tier 1 too much and should be removed.
    The other thing is that it is hard to COLLECT from a large number of Converters every day.
    Macros are needed.

glad pilot
#

Some of the converter mechanics in the current alpha are quickfixes (rounding 0,5 to 1 for instance) and will not be present in the beta version.
Once the game handles fractions of fuel it will eliminate the issues you've described above, which makes that part of this proposal entierly unneccesary.

As far as higher tiers go, Landmarks give a boost of +10% to the base value, and +25% to the max value of efficiency of the corresponding buildings. (Mines start at 110% efficiency and can go up to a max of 175%).
About attraction of higher tier lands, there's Megacities which haven't been properly detailed to the community yet.
What we do know is that Landmark bonuses will be shared (and stacked if you have multiples) across all plots of the megacity, which could be incentive to get higher tiers as T1/T2 don't have this type of bonus.

Moving the landmarks would be nice, but probably not possible as they're part of the minted land, and probably not something that can be changed after the land has been minted.