Dax
Hydroponics Developer
After a fairly in-depth conversation in the #bush room, I have decided on some finer points to this concept.
Basically, the little people are often zero'd. It's part of the game, and this idea isn't to stop this. It's more so that when they come back to nothing, they will still have harvested some sort of seeds since they had died/logged in. I have often seen people targetting zero'd players, purely to kill off their harvesters. Honourably speaking, I don't like that. So there are a couple of ideas that can solve this, and keep the base part of the natural land tree strong:
1: Harvesters become a defence-only unit (similar to the WK/WW), they can only be sent out defensively, and they gain an individual injury rate of around 70-80% (purely to serve as seed income after being killed). The hope is that then the little inactive people come back to at least some seed gain to rebuild with.
2: Add injuries to Combines/Tractors. Yes, people do sometimes use them attacking (lol@Polo), but the primary use of these is simply easier, more efficient harvesting and planting. Stick 20% on those, and even 20% of 100k Combines will bring in a decent amount of seeds, alongside some basic Harvies.
3: Add an official harvester calculator into Bushtarion. New people do not want to join a game to work on laborious mathematics, they want to play a game. Make that element easier, and people will stay around longer.
4: Remove harvesters/combines altogether. Obviously this also serves the same purpose as the other three suggestions, but it also removes an aspect of the game that has been around since day one. Obviously the laziest option to resort to over re-coding other staff units.
Basically, the little people are often zero'd. It's part of the game, and this idea isn't to stop this. It's more so that when they come back to nothing, they will still have harvested some sort of seeds since they had died/logged in. I have often seen people targetting zero'd players, purely to kill off their harvesters. Honourably speaking, I don't like that. So there are a couple of ideas that can solve this, and keep the base part of the natural land tree strong:
1: Harvesters become a defence-only unit (similar to the WK/WW), they can only be sent out defensively, and they gain an individual injury rate of around 70-80% (purely to serve as seed income after being killed). The hope is that then the little inactive people come back to at least some seed gain to rebuild with.
2: Add injuries to Combines/Tractors. Yes, people do sometimes use them attacking (lol@Polo), but the primary use of these is simply easier, more efficient harvesting and planting. Stick 20% on those, and even 20% of 100k Combines will bring in a decent amount of seeds, alongside some basic Harvies.
3: Add an official harvester calculator into Bushtarion. New people do not want to join a game to work on laborious mathematics, they want to play a game. Make that element easier, and people will stay around longer.
4: Remove harvesters/combines altogether. Obviously this also serves the same purpose as the other three suggestions, but it also removes an aspect of the game that has been around since day one. Obviously the laziest option to resort to over re-coding other staff units.