Pollution in residencies XP penalty
under review
J
Jeremy DX
I'd like to see a some other things as well. Not just residency.
- Crafting Stations give reduced speed and cost more labor to perform work orders since in poor air quality should effect your ability to be productive in skills.
- Wherever your Residency is should also effect your experience daily when logged out otherwise you're effected by where you stand in the world so being in highly polluted areas for a long time will be bad.
- When crafting tasks are running in polluted areas this should also reduce your experience as well.
Overall this could help reduce the amount of pollution in the world, put a focus on clean energy, and slow down peoples ability to grow in Engineering and other End Game types skills due to the general high pollution these skills produce and as such the players would get significantly less experience and productivity when performing the skills. Making them much more challenging to perform to reap the benefits of what these skills can offer in the game/markets.
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Zachary Frederick
Love the concept of “land value”. This could def be expandable with culture-similar type buildings. For example healthcare, education, emergency services all raise land value and could be area of effect buildings that increase XP gains, while pollution counteracts it. Water, sewage, and electricity could help XP through furniture items that require it, think industrial sink but expanded. Some other cons could be this “tainted water” idea I heard about in a stream.
NaNoXiDo
I like that idea too! :-)
John Derek Carter
Nice idea
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Dennis Scholz
under review