• Dynamic progression in the current system
    0 replies, posted
My suggestion would be a dynamic progression system with a few factors which allow for good balancing. With this system you could also regulate the progression of solos/small groups in relation to big clans. It would also help with servers dying and starting to play late in a BP wipe. It is the only way I could think of to regulate and tune things in the current system. To the system: x = has to be a value generated by average online users on a server in the last 36 hours or since wipe. y = is the cost reduction per entity, which should probably not be linear and be dependent on x. z = progression speed (can be changed by server admins, for example on solo/dou/trio servers etc. n = cost of workbench or blueprint These values would be for a Workbench but also for Blueprints. To name an examples (ignore the numbers): I will ignore x and z, since they just add confusion to the example: 1. Lvl3 Workbench on the server = n * y = 1250 * 6 = 7500 scrap 2. Lvl3 Workbench on the server = n * y = 1250 * 5 = 6250 scrap etc.. 50. Lvl3 Workbench on the server = n * y = 1250 * 0.5 = 625 scrap As you can see this would not just be a tool to regulate the progression in the beginning, but can also help someone joining late on a server or having no blueprints in relation to others on the server to have a chance to catch up as things become cheaper for them. I hope we can have a proper discussion here without toxicity, don't get hung up on the numbers as they are absolutely irrelevant. I do not know if any of the devs read this forum, but I found no other way to contact them to makes suggestion. I would appreciate if you could at least acknowledge that you read this post. Thank you.
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