#Systematized Fuel Emission

1 messages · Page 1 of 1 (latest)

plush dome
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A simple idea without specifics.

We should move to a system where fuel is systematically adjusted based on demand for in-game assets. As demand for in-game assets goes up, so does fuel emission to land.

This is not a fully baked idea, and don't need to hear why it's a bad idea right now.

Just a space for people who think this could be a good idea and want to explore options.

warped bough
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if demand fall, fuel emission from land decrease too?

plush dome
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Ya - I don't think the whole system should be balanced purely based on supply/demand of fuel and price vol of fuel

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I think demand on secondary markets should be included

wheat yarrow
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why can't we let the free markets decide the fuel price?

plush dome
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Something has to control how much fuel there is, it's not like irl where there is literally a limited amount of oil

wheat yarrow
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IMO what the team needs to decide is the production rate for each landplot tier and their equivalent ROI at the top rail-guard price

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I don't think the supply should be manipulated all that much

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I mean we can stack fuel, so it's not like we need a constant stream of new fuel coming to feed player's expenses

urban chasm
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I know you said you dont want to hear why its a bad idea but just wanted to put out here that if production goes down it makes a bad experience. Usually progression is strictly forward, if it goes down it feels wrong