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Will buildings have a decay time?

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A few solutions to a few problems

 

Building decay yes it should be a thing however There are 2 ways this will work side by side constructs outside of a TU owned by players not a part of a org or a org structure  will decay after one month if no player of any relation enters a zone this can be adjusted say on the spawn planet of Alioth this is one month but in space this can be one year whitch should satisfy exploration

 

Building decay however for players who are a part of a org could have extended times due to somthing like org upgrades or a skill systym similar to eves systym whitch could increse this Also say you are in a larger org this timer you get could be extended or decreased based on your size and how NQ wants the org system to play out

 

Org owned structures (new mecanic) in whitch orgs can have large citys preserved overtime with incresed timers for lone objects. Outside of a TU.

 

Inside of a TU Instead of a timer There should simply be a TU upkeep say fuel blocks whitch it consumes every set amount of time. If it runs out the TU shuts down and the timer begins as mentioned above.

 

This idea mostly would be for static structures only mobile structures would have to have a different systym so a salvaging mechanic can exist.( no idea how this would be done either)

 

However instead of having a decay systym instead change how a server loads things in the game having servers only active where players are and when they leave the server stops loading the area whitch fixes this problem also with NQ being able to split the work and multiple servers even if you fit the max amount of things a player can load in everthing will still run smoothly.

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On 1/29/2019 at 9:13 PM, AtlasCS said:

Situations like this are a perfect chance for landscaping orgs/construction orgs to be valid. Want to build somewhere but don't want to clean it up? Pay someone else to do it.

I like it this is done in minecraft all the time 

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