![]() That 120 non-aided cap means that at max level a single player can have a 29×29 tile base ringed by a single thickness wall. ![]() Well-earned breather taken we can get back into it. The basic formula is a bit complicated so prepare yourself for it now … I’ll toss out a bit of the math behind my conclusions before getting to them: Construction stands out as the most applicable. ![]() My first thought went to dust earned being a factor but for better balance and to allow dying to have greater impact tying it into a skill promises the best return for the least amount of work. Assessing the land inside I deemed overly complicated considering the prevalence of irregular structures, especially with tower defence mechanics playing a large role. These create the barriers that define public and private and I’ll refer to these as walls for simplicity. Or I can repost my own system from a suggestion a while ago … □Ī base is essentially defined by the amount of walls and gates / counters built. I can rattle off an algorithm to check that that should mostly work and be a relatively simple switch. Only external walls decaying could be an idea. The new Wellington map and other future maps may have some effect on this as well. Some solutions might range from simply increasing the size of Galebrook and reducing the impact of decay to something more in-depth like the claim system I mentioned above. The end goal I’d like to see achieved doesn’t involve allowing players to easily wall off large areas of nature terrain or other unused space excessively but rather allows tribes to create large castles without the constant tedium of wall and tower maintenance, eases the creation and maintenance of public facilities and bonus points if I actually have some flint leftover to use for something other than repairs. However, I say used to be implemented because after enough complaints from players about the tedium of this process the mechanic was changed so that walls and other structures built on claimed land would not decay at all until the claim itself was no longer being maintained but for something of this nature to be implemented in this game would involve devising and implementing a deeper claim system itself that goes beyond the scope of owned walls and a gate. I have played another sandbox game called Haven & Hearth and in many ways you could relate it with this game but the reason I’m mentioning it now is because there used to be a decay system implemented that required players to either chop blocks of wood and use them to repair palisade walls or create bricks and use those to repair brick walls after decay hits. Which then brings me to the fun aspect which is unfortunately non-existent, of course I don’t think this mechanic was intended to be fun anyways so that’s not really a pressing issue but I feel the necessity of it certainly does not out-weigh that. So with regards to repairing I do understand the necessity aspects of this mechanic such as creating an arbitrary limit on the possible structures a person or group of people could reasonably maintain and also perhaps in general a time sink to discourage players from taking up too much land but I’m not sure the solution to these issues lies in enforcing repetition and tedium. Fun obviously being how much enjoyment comes from performing said mechanic in the game and necessity being the purpose of that mechanic and the reasoning behind why it works the way it does. When it comes to video game mechanics I usually rate them based on fun versus necessity.
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