+2

Bonuses from compound buildings

Lorinthar fa 9 anys updated by Darkfox fa 9 anys 1

At present, there seem to be three main types of clan buildings:

  • Those that don't exist outside of clan compounds (orchard, fermentor, store);
  • Those that can be built by individuals (storage, farm, oven), but allow cooperation when built in a clan compound instead (e.g., one player plants, another harvests); and
  • Those that already exist in the game (at specific locations) and don't give any bonus from being built in a clan compound.

It's the latter type that I want to talk about here. The main issue is that they are quite expensive, but only offer a slight convenience bonus. They are expensive not just in terms of the materials and time required to build them, but also in taking up building slots in the compound. Obtaining more building slots is quite expensive: 23 000 construction actions alone for upgrading a compound to level 2, plus tens of thousands more actions to collect and process the materials; building a new compound altogether is cheaper in terms of time and materials, but costs shield tokens (and the prices seem to go up as more compounds are built). At this stage, it seems like the convenience bonus might be enough to justify the time and resource costs for some of the buildings (the furnace and smithy), but not others, and it's not enough to justify taking up a building slot. I would expect it to become even less worthwhile as time goes by, since our capacities will increase as characters level, allowing us to do more work per trip to a distant location, and our speed will increase to make the locations less distant. Moreover, collection areas cannot at the moment be built in clan compounds, and resources are generally used in the same region where they're collected, so it will generally take *less* time to travel to the local public building than to a clan compound in a different region.


So I'd like to propose adding some sort of bonus to these buildings. A few ideas:

  • Time reduction;
  • Increased success rate;
  • Chance to process multiple items at once (similar to time reduction, but random and not subject to the min timer);
  • Chance to produce multiple outputs while using the same amount of materials;
  • Chance to improve the compound:
    • Very rare chance to increase the number of building slots: "Your Copper Hammer breaks through the floorboards and you discover a secret room";
    • Chance to perform an upgrade action on one of the buildings: "While mopping up after sawing those logs, you smooth the floors in the construction yard a little";
    • Chance to find resources: "While looking through the spice drawers, you find a Bluegill... Trying not to think about how long it's been there, you toss it in clan storage and let someone else figure out why it smells like that;
    • Chance to increase storage space if there's a storage already built.

In terms of how these bonuses could be determined:

  • Level of relevant building;
  • Compound level;
  • Clan level;
  • Total level of all buildings in this compound;
  • A separate upgrade system (so we would be able to upgrade a building's level as we can now, and we could also upgrade its "efficiency" (possibly with a range of efficiency upgrades as per the above list) the same way;
  • Based on how many times the building has been used ("clan mastery", an idea from Drakor).

Solo players can benefit from these bonuses by making 1-player clans; the tutorial quest gives plenty of shield tokens to start a clan and a compound, which will likely even end up cheaper than buying individual land deeds. Some of the specific proposals do benefit larger clans, however (basing the bonuses on clan level or mastery, for example), and I think that's important to consider.

+2

I like the idea of clan buildings giving a small bonus to make them worthwhile. Right now most of our building planning is having storage in the highest region as well as convenience of access for traveling, other than that, looking at the cost of the construction yard for example, it is cheaper and easier to just build a compound and storage in region 3 (Capudine) and walk the distance from the public building to storage and back. Yes it is nice to be able to pile like buildings together, but it is more cost effective to just make a new compound with a storage facility and walk back and forth.


Giving either a +success or -timer would be nice. Could even be something small like +0.5 success per level or -0.5 seconds per action. Something small that gives purpose to certain clan buildings like the construction yard or crafting hut that, frankly, arent worth the time or materials to upgrade them at this point.