Ok, so this is going to be a follow-up to this previous thread I wrote a few weeks ago.
First, I wanted to compile some of my ideas and a few that other people wrote that I thought were pretty nice.
I’m doing this so that the devs like @james don’t have to read an entire thread worth of comments to find little tid-bits of good suggestions.
Improving Decorative Crops
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OPTION 1 : Allowing the player to convert a withered decorative crop into a non-withered decorative crop which gives no (or almost no) prestige, but lasts forever.
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OPTION 2 : Instead of the fertilizer being a one-time thing you put on a fully-grown decorative crop, make it something you have to apply once every month to reset a timer. If the timer runs out, the plant withers and die. If you keep fertilizing the plant, it never dies.
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OPTION 3 : Remove all RNG from decorative crops. You plant a crop and put fertilizer on it, the crop says the plant will die in a very precise time-frame, with no randomness.
- Option 1
- Option 2
- Option 3
- Other… (comment!)
0 voters
Improving Farming Crops - Goo
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Rework the balancing for goo to allow the crop and seed yields to go higher.
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If putting 1 color pigment in the pigment processor equals 1 spray paint item, then mixing 2 color pigments in the pigment processor should produce 2 spray paint items. Conservation of mass FTW!
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OPTION 1 : Give a durability bar to the spray paint items like a tool or weapon, so that we can use them several times.
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OPTION 2 : Make it so that 1 color pigment always equals to X spray paint items (X being a number such as 10 or 50).
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OPTION 3 : Just increase the crop yield of goo so that we can craft more spray paints and make more color mixes.
- Option 1
- Option 2
- Option 3
- Other… (comment!)
0 voters
Improving Farming
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Not that I think real-life is a good example for gameplay in video-games, in real-life, when you harvest something like tomatoes or beans, do you rip the crop out of the ground? No. You take the tomatoes and wait for the crop to produce more tomatoes.
So, in Boundless, it would be nice if there was a chance for some crops, when harvested while fully grown, to give you produce and, instead of seeds, the crop would revert to its previous stage of growth. -
I believe that there should be safe-guards in place to prevent a fully grown crop to give nothing. It has happened to me several times to fall into that salt-inducing RNG spot where I got no produce or seeds when harvesting a crop.
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Add a new inorganic crop, which would produce oortstones. To make it balanced, it would have to have something like a max crop yield of 25% and a max seed yield of 100% (when fully optimized).
These seeds could be extremely rare, only found during hunts on T6+ exo-worlds.
- Yay for oortstone crop!
- Nay for oortstone crop!
- Meh for oortstone crop… (comment!)
0 voters