Specialized buildings.

Forum for suggesting changes to Salem.

Specialized buildings.

Postby Nsuidara » Mon Dec 26, 2016 2:20 pm

I would suggest, a very simple way to improve mechanic the town's (mean upgrade system Town)
specialized buildings would add bonuses for basic mechanic in salem

This is not full considered idea, they are the basis for the idea for output dwarves from mine into surfaces

to build a specialized building, required ofc space and auth number

Blacksmith House
required: min 1000 auth Town for build
I need not describe what a building.
Here can be build few new / old build
  • new type Ore Smelter -
    a) this ore smelter required less coal, ore, lime
    b) give bonus +1 more bar
  • Finery Forge
    a) work fast and eat less coal
    b) less repair/use "pumps"
  • Cementation Furnace
    a) need less time
    b) give bonus +1 more bar

for all builds, example
if it's possible Blacksmith House have few slots "modules"
when player build "type modules" (few types modules for Blacksmith House) then got same bonuses
example, module "Great Ore Smelter" give +1 bar, but example upkeep need coal or ore... (or nothing need more)


Butcher House
required: min 800 auth Town for build
Here can be build few new / old build
  • new storage meat boxes,
  • IF rot will be added, then example more time need for be rot
  • bonus for got more slab/steak
  • less wear knifes
  • bonus +% pure meat

Garden House
required: min 900 auth Town for build
  • new type pots
  • automatic water system ?
  • more plants
  • etc

Alchemic House
required: min 4000 auth Town for build
  • new potions can be produce
  • more Otto of Rose bonus
  • less time for distiller
  • etc

Chef House
required: min 1500 auth Town for build
  • new Pots build (more space)
  • bonus for pure food...
  • storage food box
  • etc

Canteen / Gluttony House
required: min 1500 auth Town for build
  • ofc. bonus when gluttony session :P
  • etc


Warehouse
required: min 1500 auth Town for build
  • new type sheds
  • build new spaces
  • ...

This is not full considered idea, they are the basis for the idea for output dwarves from mine into surfaces

IF devs, need idea for how to implement/script this i have few ideas (but i don't know how it's "inside" salem server stomach) :P
Last edited by Nsuidara on Mon Dec 26, 2016 2:38 pm, edited 1 time in total.
\(*o*)\ Praying in the Marp Church may reduce the time for update /(*o*)/
User avatar
Nsuidara
Customer
 
Posts: 1995
Joined: Fri Aug 17, 2012 11:50 pm
Location: Poland

Re: Specialized buildings.

Postby ZoddAlmighty » Mon Dec 26, 2016 2:31 pm

Seems like lots of work for the dev team. Maybe for Christmass of 2020 :)
ZoddAlmighty
 
Posts: 1165
Joined: Wed Sep 23, 2015 6:45 pm

Re: Specialized buildings.

Postby gorniksam » Mon Dec 26, 2016 3:42 pm

Too much bonuses would made that game too easy. I dont like that idea/ideas at all, -1
Last edited by gorniksam on Mon Dec 26, 2016 10:50 pm, edited 1 time in total.
User avatar
gorniksam
 
Posts: 2233
Joined: Mon Mar 30, 2015 11:49 am
Location: Shame Corner

Re: Specialized buildings.

Postby Qiresea » Mon Dec 26, 2016 3:52 pm

maybe we dont need to get bonuses, but it could be useful to have such buildings for organisation purposes
Darwoth wrote:It really is not fair that every time you try to jab at me you make yourself look more retarded than any retort i could come up with.

Image
Γιά την Κυρία των τριών βασιλείων: της γης, του ουρανού και της θάλασσας.
User avatar
Qiresea
Customer
 
Posts: 1089
Joined: Tue Feb 17, 2015 3:01 pm

Re: Specialized buildings.

Postby Taipion » Mon Dec 26, 2016 8:49 pm

First thing: Too much of a bonus would be bad, so keep it reasonable.

Second thing: There should always be a choice that matters, so a town should be limited to 1 or 2 of those.
Need something? Here is my Shop (Including some useful info for new/returning players at the bottom of the first post)
Taipion
 
Posts: 2660
Joined: Fri Mar 08, 2013 4:12 pm

Re: Specialized buildings.

Postby Dallane » Mon Dec 26, 2016 10:35 pm

Sounds broken
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Re: Specialized buildings.

Postby Coveredwagon » Tue Dec 27, 2016 1:33 am

I like the idea of new buildings with bonuses but it has to come at a price. I can imagine a limit/town, a high maintenance cost, limited amount/server, etc.

For me those kind of buildings could serve as money sink and or as large scale projects that first need a lot of time invested and later quite some effort to keep them. If there was a limit/town, it could also serve as a specialisation to a town.

The strength of these buildings must not be to strong, because like people said, it could be game breaking.
Some people are so busy learning the tricks of the trade that they never learn the trade.
User avatar
Coveredwagon
 
Posts: 26
Joined: Sat Jun 25, 2016 11:59 am


Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 19 guests