SymphNo9 Posted May 27, 2013 Share Posted May 27, 2013 (edited) Ok, this is my take on improving the Dojo system regarding the building costs. What about: Introduce us to "building contracts", just like in real life where you undergo a building contract with engineers and building workers etc. and link this together with hostages we rescue from Rescue missions. Since the hostages we rescue already kind of look like engineers/workers and not military soldiers (they never use their gun anyway!). So why not, everytime we complete a Rescue mission, we gain a "building contract" or some kind of token to use for Dojo projects, as a symbol / reward for rescuing the hostage. "...Dude, why do we need these "building contracts" you speak of?". Well, to put it simple. We need them in order to build new labs for the Dojo. Consider it as like this; the Tenno are trained warrios and not exactly workers / engineers. So, logically, we would only be able to provide the building bricks but not being able to build the lab. This is where the rescued hostages comes into place. We "hire" them to build the labs for us. So my proposal is as follow: - Gain a "building contract" from Rescue missions akin to BPs. These can be used to deploy a worker/engineer in the Dojo. High level Rescue missions should yield near to 100% success rate for a drop, giving an incentive to play high level missions with high risk and reward ratio. - Lower the material requirements. These are no longer the main focus! - Remove Forma requirements completely from building projects. Keep them exclusively to gear. - Increases the building timer to a higher value. These are now the main focus! Time..."Rome wasn't built in a day". - Introduce us to "worker slots", e.g. building a new lab requires a worker/engineer to occupy a "worker slot", otherwise the timer will not decrease. - The more worker/engineer occupying a construction project, the faster the build timer decreases. - Every new project has a limit on how many workers/engineers may occupy the slots at the same time. - Make purchasable workers/engineers to fill out the slots with platinum, for the impatient folks. - Workers/engineers expire after X amount of time. They could also have static ranks, with higher ranks mean more time before expiration. Alternative 1: When expired, a new worker/engineer has to replace the old one if the building process shall continue as fast as before. Alternative 2: When expired, the clan must pay a fee to the deployed worker (possibly through credit sinks), in order for the worker to continue his work. Cost could be rank dependent. Suggestions raised from the discussion: - Make worker/engineer lower the total cost of materials required. This could either be a flat or percentage value. The reduction could also be material based, where higher ranked workerd/engineers reduce the cost for rare materials where lower ranked workers/engineers only reduce common materials. -- Example: Each worker will contribute a flat decrease of 0.5 tick / sec, to the build timer. Level 1 worker : 0% material reduction, will work for 3 hours, cost 250k credits per refill. Level 2 worker : 1% material reduction, will work for 6 hours, cost 400k credits per refill. Level 3 worker : 2% material reduction, will work for 9 hours, cost 550k credits per refill. Where level 3 may only be obtained through high level Rescue missions, such as on Pluto. Giving an incentive to go to Pluto etc. -- Own reflections: I think with this proposal, it would be fair for both small and large clans. Because the amount of materials are no longer the main focus and the main wall. Now what is important is to undergo these Rescue missions to obtain these construction contracts so that the projects may get started. This is something both small and large clan can do, while larger clan will inevitably have an advantage due to sheer number of players and thus have a larger pool of contracts available and may have much more credits to spend. But it is also still fair for smaller clans because they can also just farm the contracts at a same rate but may not always be able to occupy all the available slots at the same time, but that is naturally just what comes with being in a small clan anyway. So what do you think? Bad, good, any potential abuse? Edited May 30, 2013 by SymphNo9 Link to comment Share on other sites More sharing options...
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