I don’t agree with this. Maybe it can be a builder skill perk or something, but shouldn’t happen for everyone right off the bat. Using a plotter for larger builds should be possible but there shouldn’t be bonuses for having two different beacons. I could see it as a builder perk, but I don’t think it should be a feature for everyone upon release.[quote=“TheBirne, post:23, topic:4285”]
Make the “buffer” in the beacon large enough to put fuel for half a year into it and let the fuel be “storage-able” so that somebody can hoard some more to put some into “if” he want to.
What do you think about having the “tank” be pretty small to start and then it can be increased via the builder profession skills? So it starts at 2 weeks or so but then end-game builders who have progressed through the tree can make it larger. That was a suggestion proposed earlier in the thread.[quote=“TheBirne, post:23, topic:4285”]
For the regeneration: Start regging first and then after it’s finished remove the beacon. That sounds fair … just slow the reg a bit down
I made the suggestion that the beacon disappears first and then the world regen takes care of the supplies. This allows skilled explorers to have a chance to discover artifacts (loot) from a lost civilization (missing players) or some such. It provides quite a bit of incentive for the explorer style of gameplay.
I’m really concerned about people thinking 6+ months sounds good for Beacons until they disappear. Do you guys who are suggesting this realize how long this is? Do you really want half-finished builds and ghost-towns clogging up the Boundless landscape for 183+ days? 3 months of needing no maintenance seems fair for end-game builders but 6+ months should definitely not be an out of the box feature for everyone.