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We should have a deeper look at the Balance of the mod and its individual components.
There are some very underpowered buildings such as the Fish Farms and then
there are the more OP Things such as the Drills and Godlike SAL
In general people (including myself) tend to rush the higher tier buildings and skipp the things in the middle.
The trader is another Issue as it sells items for way too cheap.
What should be
- Incentive to use all the buildings
- Climb up in the automation Tree
- "Balance" (this is subjective)
Things to consider
- In what kind of scenario / compared to what do we want to be balanced
- Depending on the context the relevance of the points listed in "With what" change
unbalanced mode... (might be the cause for some of the issues)
With what
- Techprints (seems to be a bit controversial but overall more users are for it then against (ATM))
- Price - Both Silver an Recourses
- Availability of Bills ?
- Power consumption ?
- Research ?
How to "Measure" the Balance
- Statistics ?
- Wealth / Time ?
- (rare item) / Time ?
- Feel ?
There are a lot of open points for me on this.
I am not really sure on how to best address all those points, and i am sure that there are more to consider