Hi folks,
I've been thinking about the way MA introduces stuff again and again that seems to end up as a dead end (or a place that only has room for a couple of players).
It affects whole professions and goes right down to individual places.
Harvesting, for example, was introduced quite a while back now as a support to the land plots by making composite planks. The only board with any reasonable mu potential is the long moonleaf, as it comes from the rarest lvl3 tree type, but even at a snail's pace enough can be harvested to feed the also very slow introduction of land plots which need the planks. The ph-3 unlimited harvester is out there at a level much higher than people can use, and the ph-4(L) is simple not worth using at all due to the cost:benefit ratio. Nor is the ph-2(L), for that matter, as it cannot do lvl3. The result: people have the tools but there is not much point = a fail!
Now, as a new addition, we have gardening. Put aside the need to spend quite a bit to even get close to a fruit box, the materials for growing each plant include 3 DNA-As. It doesn't look to me like that is in supply at anything like what is required for more than a really low number of people growing stuff.
Admittedly, we don't yet know what will come out the other end, but I'm not exactly holding my breath. Now in theory, growing guaranteed fruit could be an mu gain at the end of the chain, even with a high mu for the mats and the cost to get gardening in the first place, but it's going to limit itself to far lower than the number of people with land plots, even in the current settlements! They will end up virtually dead - a fail!
Now, MA have stated plans to expand the options for plots, with the snug only planned as a small starter! They have also hinted that settlements may invest and work together in some kind of competition against other settlements, but this is surely way off in the future if MA turn away to develop content for space, taming, mind force, etc etc.
It seems to me that if you only have 50 active participants (at best?) in an area MA have concentrated on, then it is not very viable for growth in player numbers. Neither over-availability nor under-availability will work out.
We need cycles and circles, surely, not new dead ends again and again.
Thoughts?
I've been thinking about the way MA introduces stuff again and again that seems to end up as a dead end (or a place that only has room for a couple of players).
It affects whole professions and goes right down to individual places.
Harvesting, for example, was introduced quite a while back now as a support to the land plots by making composite planks. The only board with any reasonable mu potential is the long moonleaf, as it comes from the rarest lvl3 tree type, but even at a snail's pace enough can be harvested to feed the also very slow introduction of land plots which need the planks. The ph-3 unlimited harvester is out there at a level much higher than people can use, and the ph-4(L) is simple not worth using at all due to the cost:benefit ratio. Nor is the ph-2(L), for that matter, as it cannot do lvl3. The result: people have the tools but there is not much point = a fail!
Now, as a new addition, we have gardening. Put aside the need to spend quite a bit to even get close to a fruit box, the materials for growing each plant include 3 DNA-As. It doesn't look to me like that is in supply at anything like what is required for more than a really low number of people growing stuff.
Admittedly, we don't yet know what will come out the other end, but I'm not exactly holding my breath. Now in theory, growing guaranteed fruit could be an mu gain at the end of the chain, even with a high mu for the mats and the cost to get gardening in the first place, but it's going to limit itself to far lower than the number of people with land plots, even in the current settlements! They will end up virtually dead - a fail!
Now, MA have stated plans to expand the options for plots, with the snug only planned as a small starter! They have also hinted that settlements may invest and work together in some kind of competition against other settlements, but this is surely way off in the future if MA turn away to develop content for space, taming, mind force, etc etc.
It seems to me that if you only have 50 active participants (at best?) in an area MA have concentrated on, then it is not very viable for growth in player numbers. Neither over-availability nor under-availability will work out.
We need cycles and circles, surely, not new dead ends again and again.
Thoughts?