There’s been a lot of discussion and arguments on the forums and elsewhere when it comes to footfall and it’s value as a game system.
I personally think that footfall is a system worth protection and that encouraging traffic through your build as a means to make money is sensible and creates interesting and challenging game-play.
There are two problems, in my mind, with this system. First, because there is a upper limit to how much one beacon can generate per visit, strings of multiple beacons is the meta for maximizing footfall gains, which encourages builds like slides that take up a lot of visual space since they have to be diagonal. Second, there’s not really a workload balance to it, once you create the beacon, it’s good forever.
That second point needs some clarification, I think. You of course need to do a lot of work to keep portals open and to have shops that draw people, not to mention that you have to build things that are functional and beautiful to really draw people. The thing is that your road never needs any maintenance, once you get to 10k prestige in your beacon, you can say you’re done with that particular brick. This is an issue because it doesn’t fit with the rest of the game; all other systems require at least occasional work to maintain supplies, fuel, or to kick off crafting. Footfall can just be collected in perpetuity.
- Allow builders to opt in or out of footfall rewards.
- Dramatically increase cap of reward per visit to more closely follow prestige curves.
- Cause a certain amount of “wear” to builds based on number of visits per day.
This will work like a very slow version of the regen process on unbeaconed land. The specifics of this need to be tested and worked out, but you could say something along the lines of 100 unique visitors per day would cause 5% of the decay that would occur if the beacon weren’t fueled. So if you sustain 100 unique visitors per day, you could see complete regen of your beacon within 20 days. These are just examples and shouldn’t be construed as the correct rate.
The reason why I think this is the right setup is because it would encourage players to build certain ways for footfall builds and other ways for your basic internal use only builds. You could have a huge dramatic castle that gives you mayorship, but doesn’t generate footfall because you don’t want to replace the marble every month. But then your road leading up to it and the shop you put out in front DOES generate it, and you know that so you keep the bricks in stock to replace.
I’ll also add that I think machines and portal conduits should be immune to this regen just for QOL purposes.
You can build something with insane prestige, and potentially get very dramatic rewards, but maintaining it would require a lot of time or a lot of people. You can still do slides, just make sure you patch the wholes.