1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

Implementation: Farming and Animals (new poll, new discussion)

Discussion in 'Suggestions & Ideas' started by Sir_Edward, Aug 13, 2013.

?

IF farming and animals are implemented, how should they function?

  1. Fully Automated - no player involvement

    1 vote(s)
    25.0%
  2. Semi-automated - optional/some player involvement

    3 vote(s)
    75.0%
Mods: Rainbows
  1. Sir_Edward

    Sir_Edward Builder Stabber

    Messages:
    22
    Where as the other thread was more to the effect of measuring interest, this topic will be asking a very simple question: IF farming and animals are implemented, how should they function?

    Geti said:
    We're considering some form of automatic farming/production setup as Monsteri has mentioned, and I'm sure farming will make its way into roleplay mods that people make where the game is at a slower pace anyway and you really need something to do other than blow things up and kill the enemy. However, we don't think it has a place at all (as manual farming) in TTH mode
    This thread is a response to this statement, and the fact that many people would like to see this implemented. If you are a naysayer, this thread is not for you; this is an input and idea thread on how the mechanic should be implemented. if you dont have input or ideas, please go look at another thread to post.

    The poll will allow you to do multiple votes, and there are 2 choices.

    IF farming and animals are implemented, how should they function?

    1.) Fully automated - no human interaction possible, AI handles all work. if migrants are kill, production halts and hurts the workshop production/tickets/whatever.
    Cons: no immersion. if migrants are doing work and are killed, you cannot do anything about the loss of production.
    Balance: see Semi-Automated

    2.) Semi-automated - human players can do the work, but it is not essential. players that choose to work add a bonus to the production/tickets/whatever, and in the case of a massive attack, players can pick up the work until more migrants come.
    Cons: some players would inevitably choose to farm rather than fight or build, and maintaining a migrantless job would be tedious
    Balance: https://forum.kag2d.com/threads/buying-migrant-slaves-with-gold.15322/page-2#post-232232 - buying migrants with gold.

    Now that that is discussed, how farming and animals actually work is up in the air. i will post my idea in a spoiler below.


    New Buildings = Chicken Roost (workshop chicken spawner max 5 at a time), Bison pen, (bison spawner 3 at a time) slow respawns for these as to not overpower.
    New Mechanics = Meat harvest. hack a animal up and bring the meat to the hall. wheat goes to bakery for baking burgers. meat adds spawn tickets. running out of meat supply will slow spawns down.
    New Tool = pushmower (cuts tall grass quickly), till rig (tie on the back of bisons to turn multiple bricks into soil quicker, so long as you have a tamed bison)

    Quite simply, before harvesting was tedious enough that it was a distraction from the main game. this proposed system would be less intrusive, and more intuitive than before, adding an important aspect to the game; economy.

    The hall would start off, and a player would look for wild wheat, which would yield wheat seed. said player could either hold on to it, mine gold, and buy a lawnmower, and trim grass manually to prepare for tilling. then a player would of course have to till the ground; he can do so manually, or tame a bison (either wild or spawned from bison pen) to till the ground for him on short grass blocks. any growth would prevent tilling on that tile, but would cut the grass down so a player could manually till.
    The player then would take the wheat seed unit and throw a mist of seeds out 5 blocks, seeds flying. 10 seeds would be released and each seed would have a 33% chance of growing a plant, which would show immediately on successful planting. Player can then take the lawnmower or collect wheat by hand, and turn it into the bakery to make hamburgers. if the bakery is out of wheat (1 wheat per hamburger), then no hamburgers will spawn.

    Animals would be much more strait foward, build a pen, kill the animal, bring the meat to the hall. chickens add 1 ticket, bisons would release 5 cutlets that would each give 1 ticket. chicken coup would spawn a chicken every 30 seconds up to 5 chickens, a bison pen would spawn a bison every minute up to 2 minutes.
     
    Blubahub and kaizokuroof like this.
Mods: Rainbows