Post by contributor on Jun 8, 2019 17:16:53 GMT -5
To be honest this is something of a flavor rumor idea and not one that would significantly alter game dynamics. It is a Wild Zone rumor, potentially one of relatively short duration. It would madly increase Edible Plants rewards in that zone. It could also increase Luxury Rations and Biomass as well, perhaps according to the reward levels of the planet. It could also increase scavenger cards and decrease pirates because they're not interested in low value harvestables and don't like all the activity. The one place that this could be a real boon would be in quads that supply certain RTGs. Pruvia Blooms, Kongon Locusts and maybe Kaffage Royal Jelly come to mind, perhaps Bexian Spice Tea too. If the rumor happens in a quad that supplies them then it would greatly increase chances of those goods being uncovered (if richness is above 7?) but perhaps also increase pirates and maybe even orbital encounters.
So the other idea I had which is probably too much work to implement, but I'll throw it out there anyways, is a Decay mechanism for certain goods. Edible Plants came to mind first, but even Biowaste, Luxury rations, Raw Crystals, Medicines and maybe some ores and RTGs could also have this dynamic. Basically the goods would be on a timer, after which they would spoil and either be lost, or possibly transformed into something else (Plants -> Biowaste -> Fertilizer? in declining quantity). This would probably necessitate raising the value of some or all of these goods, but it could make for interesting dynamics. They could have faster and slower spoil rates and maybe it would would be an increasing percentage chance to spoil on a given a turn so it would be random, but with increasing possibility over time. I thought of that when I thought of the possibility of building huge stashes of edible plants from the Seasonal Abundance rumor. It would be interesting to build up a huge stash and then have to sell it quickly. Or come back in a year and find that it's all turned to biowaste and then 5 years later to find it's all turned to fertilizer.
So the other idea I had which is probably too much work to implement, but I'll throw it out there anyways, is a Decay mechanism for certain goods. Edible Plants came to mind first, but even Biowaste, Luxury rations, Raw Crystals, Medicines and maybe some ores and RTGs could also have this dynamic. Basically the goods would be on a timer, after which they would spoil and either be lost, or possibly transformed into something else (Plants -> Biowaste -> Fertilizer? in declining quantity). This would probably necessitate raising the value of some or all of these goods, but it could make for interesting dynamics. They could have faster and slower spoil rates and maybe it would would be an increasing percentage chance to spoil on a given a turn so it would be random, but with increasing possibility over time. I thought of that when I thought of the possibility of building huge stashes of edible plants from the Seasonal Abundance rumor. It would be interesting to build up a huge stash and then have to sell it quickly. Or come back in a year and find that it's all turned to biowaste and then 5 years later to find it's all turned to fertilizer.