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Pollution Revamp: Difference between revisions

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== Philosophies/goals/mission statements ==
=== Keep but adjust values ===
Pretty straight forward. We keep the current technical solution but adjust producer amounts and the levels where effects occur.
 
=== Make it something primarily cosmetic ===
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=== Change the effects to be less annoying and use it as an incentive to use certain progression paths ===
My own take is that pollution should be used as a gameplay mechanic to offer the player the choice of easy paths or cleaner paths, where the cleaner path would probably be more expensive or less powerful, but come with the advantage of higher efficiency of passive/renewable energy and resource generation, such as bees, crops, plants.
 
=== Attempt to change the expectation, make having pollution normal/expected, but give bonuses for going green ===
Currently not entirely sure how this would be implemented, but the main idea is to stop punishing people for polluting and instead reward them for picking greener options and/or doing green things.
 
=== Use pollution to incentivize more TPS friendly building strategies ===
There's been some talk about trying to use pollution as a mechanic that steers people into more TPS friendly builds, or at least away from unfriendly builds.
 
== Mechanics ==
 
=== Keep but adjust values ===
Pretty straight forward. We keep the current technical solution but adjust producer amounts and the levels where effects occur.
 
=== Attempt to change the expectation, make having pollution normal/expected, but give bonuses for going green ===
Currently not entirely sure how this would be implemented, but the main idea is to stop punishing people for polluting and instead reward them for picking greener options and/or doing green things.
 
=== Have pollution effect machine efficiency or increase maintenance needs ===
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