I hate how Industries are right now
Plain and simple, they are just too free. I see town owners just going "Go collect industries", nothing about it is that interactive or interesting, it's just a chore. Now I understand why Industries are underpowered, they want us to go grind for our materials, and it makes sense, but I felt like there has to be a way to revamp industry. So I came up with a couple of ideas.
1: Create 2 more tiers for industries, this sound obvious, but here is where I get into the deeper bits.
Tier 1 industries will basically be the current industries, no changes, no buffs, no risks, no consequences. Earned at Level 20 in a field
Tier 2 industries will cost a bit to increase to, this I was thinking could be for the "Wide" Towns, aka grab as many territories as you can, and they'd have a boost on your output massively. This Industry Level will also cost a maintenance cost, for example, lets say 24 shards a day as a base cost, plus a 8*X Territories, not that bad for rich people, but it will tank it more and more. The more territories you have though, the more output you get, more will be described at the end when each upgrade & such will be described in full detail. Earned at Level 50 in the field
Tier 3 industries will cost a lot to increase, and will be more of for "tall" towns, aka don't have that much territory. They will boost your output massively compared to the Tier 2, but will be expensive to maintain, lets say, and this number can and will change, 128 shards a day, per industry, plus some other costs. This will give Towns a ton of resources for which they can stockpile, and then downgrade to a Wide town, and begin a fight. Again tier 3 buildings will be described in detail down below. Earned at Level 90 in a field
New Industries
This one is obvious, on the wiki it says that these industries are planned to be added, but they aren't, lets give that page a fresh look and add them! Like above, will be listed below
The Ironworks (Blacksmithing), Mixing Pot (Alchemy), Field Cafe (cooking), Logistics Hill (Engineering), Construction Site (Construction), Defense Tent (World PvP), Preparation Grounds (Arenas), Siege Camp (Battlegrounds), Construction Hut (Building)
New Policies!
Another obvious one, but why not take advantage of a town that industrializing? The policies will only affect towns with tier 2 or tier 3 industries, tier 1 towns will be left out. AGAIN, left til the end.
Industrial Boosts:
Industries should be able to be boosted, to increase profits, but this of course, will have its own affects. Boosts will basically have a 80-95% success rate, if it works, the boosts will take affect, but if it doesn't, well, the industry goes down for 24 hours, or another consequence. Again, will be described below
Player Involvement:
The main problem I see with Industry is that nothing can be done with it, this should be alleviated by having T2 or T3 industries work, the player has to complete some sort of mini-game with the industry, nothing too fancy. And also, fix the industry should it break down. They will get the parts from Logistics Hill, all of this will be explained at the end.
Guild of Axes
A relatively simple concept, every week, a group of NPC's will show up in the slums of Aladra, preferably the same room. The player goes to meet with them and begins the initiation ceremony & stuff, to do that they must do a series of quests, once accepted into their group, the player can trade with the NPC's in order to get special items, which will be used to upgrade their industries. You can't upgrade your industries without these items, they will also sell recipes & other tidbits for your industries. Basically a night with the boys. Although beware, the NPC's will only stay for the day (IRL), and leave when the server restarts.
Ability to Switch in between States
Towns, after reaching Level 2 will be able to switch between level 2, & level 1, but only during Truce, to give some sense of strategy. But you can only switch to a level one up or one down, so no 1 -> 3, or 3 -> 1, you must slowly make that effort.
Fuel Plants
Basically powers town buildings & gives all building a + 200% return on stuff, but will be costly to keep up, like a lot of lava buckets, or a TON of coal, or even costlier items, possibly nether stars
THE LIST
We'll start from the top of the Industries Page & Work our way down, starting with...
Plain and simple, they are just too free. I see town owners just going "Go collect industries", nothing about it is that interactive or interesting, it's just a chore. Now I understand why Industries are underpowered, they want us to go grind for our materials, and it makes sense, but I felt like there has to be a way to revamp industry. So I came up with a couple of ideas.
1: Create 2 more tiers for industries, this sound obvious, but here is where I get into the deeper bits.
Tier 1 industries will basically be the current industries, no changes, no buffs, no risks, no consequences. Earned at Level 20 in a field
Tier 2 industries will cost a bit to increase to, this I was thinking could be for the "Wide" Towns, aka grab as many territories as you can, and they'd have a boost on your output massively. This Industry Level will also cost a maintenance cost, for example, lets say 24 shards a day as a base cost, plus a 8*X Territories, not that bad for rich people, but it will tank it more and more. The more territories you have though, the more output you get, more will be described at the end when each upgrade & such will be described in full detail. Earned at Level 50 in the field
Tier 3 industries will cost a lot to increase, and will be more of for "tall" towns, aka don't have that much territory. They will boost your output massively compared to the Tier 2, but will be expensive to maintain, lets say, and this number can and will change, 128 shards a day, per industry, plus some other costs. This will give Towns a ton of resources for which they can stockpile, and then downgrade to a Wide town, and begin a fight. Again tier 3 buildings will be described in detail down below. Earned at Level 90 in a field
New Industries
This one is obvious, on the wiki it says that these industries are planned to be added, but they aren't, lets give that page a fresh look and add them! Like above, will be listed below
The Ironworks (Blacksmithing), Mixing Pot (Alchemy), Field Cafe (cooking), Logistics Hill (Engineering), Construction Site (Construction), Defense Tent (World PvP), Preparation Grounds (Arenas), Siege Camp (Battlegrounds), Construction Hut (Building)
New Policies!
Another obvious one, but why not take advantage of a town that industrializing? The policies will only affect towns with tier 2 or tier 3 industries, tier 1 towns will be left out. AGAIN, left til the end.
Industrial Boosts:
Industries should be able to be boosted, to increase profits, but this of course, will have its own affects. Boosts will basically have a 80-95% success rate, if it works, the boosts will take affect, but if it doesn't, well, the industry goes down for 24 hours, or another consequence. Again, will be described below
Player Involvement:
The main problem I see with Industry is that nothing can be done with it, this should be alleviated by having T2 or T3 industries work, the player has to complete some sort of mini-game with the industry, nothing too fancy. And also, fix the industry should it break down. They will get the parts from Logistics Hill, all of this will be explained at the end.
Guild of Axes
A relatively simple concept, every week, a group of NPC's will show up in the slums of Aladra, preferably the same room. The player goes to meet with them and begins the initiation ceremony & stuff, to do that they must do a series of quests, once accepted into their group, the player can trade with the NPC's in order to get special items, which will be used to upgrade their industries. You can't upgrade your industries without these items, they will also sell recipes & other tidbits for your industries. Basically a night with the boys. Although beware, the NPC's will only stay for the day (IRL), and leave when the server restarts.
Ability to Switch in between States
Towns, after reaching Level 2 will be able to switch between level 2, & level 1, but only during Truce, to give some sense of strategy. But you can only switch to a level one up or one down, so no 1 -> 3, or 3 -> 1, you must slowly make that effort.
Fuel Plants
Basically powers town buildings & gives all building a + 200% return on stuff, but will be costly to keep up, like a lot of lava buckets, or a TON of coal, or even costlier items, possibly nether stars
THE LIST
We'll start from the top of the Industries Page & Work our way down, starting with...
The Barn | Starter |
Tier 1:
- Costs: No Costs
- Slots: 10 (Number from Foxy)
- Works like current Barn
- Looks like current barn
- 10 Resources every 3 hours
Tier 2:
- Upgrade Costs: 16,000 (first time, all other times it will be 4,000), shards, & one Industrialized Plan (Gotten from the Guild)Costs: 64 shards a day + Territories*16 a day
- Slots: 16
- Max Used Slots: 8
- Output will be dependent on the number of animals in the barn, so if there are y animals in the barn, y animals * 30 * X Territories every hour. This can change, but you get the point
- y30x + bonus resources every hour
Tier 3:
- Upgrade Costs: 80,000 (first time, all other times it will be 20,000) shards, three Industrialized Plans, and 5 Mechanized Machine Plans (Both gotten from guild)
- Costs: 256 Shards a day + Territories*512 a day
- Slots: 24
Max used slots: 24
- Same behavior as Tier 2 Barn
- y90x + bonus resources every hour
Now that I typed that out, I don't think I will type out all the other ones, but here's a list of what the other new industries I think should do.
Ironworks: Smelts iron ore (gotten from mine) into iron, possibility to sometimes craft an AI. Will also, if told to, craft iron tools for the other industries, gathering industries only. Requires an anvil weekly, and pickaxes. Requires Logistic's Hill
Mixing Pot: Makes one batch of pots (Full Dub chest) every 4 hours depending on the resources the player drops into the input chests. Requires Blaze powder.
Field Cafe: Takes the meat from the barn & turns it into fully fledged fledged meals for the town to eat. Needs Coal & Wheat Requires Logistics Hill.
Logistics Hill: Basically moves stuff between industries, can be upgraded to move stuff faster, also has storage space to store resources that have been created by industries
Construction Site: Takes the raw material from the Dig site & turns it into construction material, ie sand to glass, can manually control what to make and not, requires pickaxes, axes, shovels, anvils, & coal. Requires Logistic's Hill
Defense Tent: Every 2 hours, it makes one batch of healing potions, requires blaze powder
Preparation Grounds: Makes metals into god metals, aka diamonds to god gear (not always perfect), requires enchanting bottles (larger lasts longer), & diamonds. Takes 1 hour to make one set
Siege Camp: Makes strength potions, requires strength pots materials & blaze powder.
Construction Site: Gives the town buffs, buffs only work in town, requires Logistic's Hill
But you get the point, industry needs to be revitalized with new items, if anyone has any questions or suggestions to add, or why not to add this, I would like to hear it, this most likely won't be added, but I just want to hear others thoughts. Also this is just an idea, not something I hope gets added straight as is, only to create conversation of sorts.