Madmeater
Harvester
- Joined
- Jun 14, 2009
- Messages
- 120
Just a thought:
How about making each plant type more radical in terms of the season it produces in, and Include bush (Rather it be an all rounder).
This would then give way to my suggestion:
Digging up land!
There would be an interface similar to preparing land, only in reverse.
You would choose how much land you would dig up and you would either lose all plants in that land, or gain them in storage. (Perhaps lost some but keep, say, 30%?)
This way the player can decide to shift the ratio of land as the year progresses. Meaning rather than just sit on your pile of mainly bush land and gain seeds, You would have to think about what land you need to have more of for the season, meaning some focus is placed on maintaining and managing your land.
Gardeners would have to work on the land, pulling the plants and cultivating it for another type, so they would get to work as soon as they can, just like if you were growing or planting.
So people don't just put everything in bush, bush should join the other plant types and be heavily effected by season.
Something I was thinking was along the lines of:
Plant..........Spring..........Summer..........Autumn(Fall)..........Winter
Grass..........150%...........80%..............50%......................20%
Flower.........100%..........150%............40%.......................10%
Bush............35%............45%..............150%.....................70%
Tree.............30%............50%...............70%......................150%
These are just random numbers, but all add up to 300% (I hope so, correct me if I'm wrong)
So the scenario would be:
Spring: Turn tree into mainly Grass and flower
Summer: turn grass into flower
Autumn: Turn grass and flower into Bush and some tree
Winter: Turn some bush into tree
I haven't really but into deep theorycraft, and I'm sure people will find a way to exploit this system, If so, do tell!
Thoughts? Improvements? Flames?
How about making each plant type more radical in terms of the season it produces in, and Include bush (Rather it be an all rounder).
This would then give way to my suggestion:
Digging up land!
There would be an interface similar to preparing land, only in reverse.
You would choose how much land you would dig up and you would either lose all plants in that land, or gain them in storage. (Perhaps lost some but keep, say, 30%?)
This way the player can decide to shift the ratio of land as the year progresses. Meaning rather than just sit on your pile of mainly bush land and gain seeds, You would have to think about what land you need to have more of for the season, meaning some focus is placed on maintaining and managing your land.
Gardeners would have to work on the land, pulling the plants and cultivating it for another type, so they would get to work as soon as they can, just like if you were growing or planting.
So people don't just put everything in bush, bush should join the other plant types and be heavily effected by season.
Something I was thinking was along the lines of:
Plant..........Spring..........Summer..........Autumn(Fall)..........Winter
Grass..........150%...........80%..............50%......................20%
Flower.........100%..........150%............40%.......................10%
Bush............35%............45%..............150%.....................70%
Tree.............30%............50%...............70%......................150%
These are just random numbers, but all add up to 300% (I hope so, correct me if I'm wrong)
So the scenario would be:
Spring: Turn tree into mainly Grass and flower
Summer: turn grass into flower
Autumn: Turn grass and flower into Bush and some tree
Winter: Turn some bush into tree
I haven't really but into deep theorycraft, and I'm sure people will find a way to exploit this system, If so, do tell!
Thoughts? Improvements? Flames?
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