[size=18pt]Time to make a decision.
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I’ll start a new poll once I’ve gotten a few working concepts together but right now these are the ways I’m thinking of going, sort or a crossroads, I COULD add all of these options in a way I hope you’ll find as an interesting workaround, but I’ll get to that in the last paragraph lol
(NOTE: In all options seen below the “Licence” will just be a paper sheet that gives permission to certain air-drops and they won’t be used up, and the drops will be tiered in design, so starting class licences will only have access to raw materials, more on this later though)
This is a crossroads, and this needs addressing
[size=18pt]Choose one of [color=blue]Part A[/color] and one of [color=yellow]Part B[/color][/size]
[size=18pt]Part A
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Option 1:
Make it so you’ll need a radio (and batteries) as well as a signal flare AND a licence to order in crates, licences will be “crafted” using quite a lot of raw materials and can be used repeatedly and infinitely but have a VERY high initial cost. So each drop just needs a radio (and one battery) and a single flare, and the licence just needs to be on hand but isn’t used up (more of a huge investment deal, but in the long run not very realistic)
Option 2:
Make it so you’ll need a “special radio” which uses licence “points” as charges as well as a signal flare AND a licence to order in crates, licences will be “crafted” more or less for free but the licence “points” will be crafted using a few raw materials and drops will take a certain number of these “points”, as more expensive air-drops should cost more. Think of this option as like a “credit based” option. (Most realistic to me by far)
[size=18pt]Part B[/size] (independent to either options in part A and working with either option, these next two options regard the actual acquisition of the licences to be used)
Option 1:
To upgrade your licence you need to gather a certain amount of resources (and have the lower tier of licence) this allows players to simply upgrade to the tiers when they can afford and on demand. This avoids the “grind” of option 2, but once reading option 2 you’ll see the drawback of this choice as far as “realism” goes, but it does allow a player that can afford it to boost themselves right to the top class tier of licence.
Option 2:
To upgrade your licence you need to have received a certain number of drops from your current class of licence, although this MIGHT result in the player having to order in things he/she may not necessarily need, it would give more of a steady progression instead of just letting a player with loads and loads of raw materials rushing to the top class tier of the licence system) Think of this as a “reputation” based system, as if a faction would send crates of micro-nukes to some random person the first day they make contact, regardless if they could afford it)
[size=10pt]!!Potential to have ALL options!![/size]
I’m tempted to try to write a few “skill books” that will unlock one of the possible 4 combinations seen above, this will limit the already mounting clutter in the crafting screen, but will also give the individual more choice
Please let me know what you think
[size=18pt]Answers to be submitted by reply of “A1 and B1” (as an example) yet feel free to elaborate any ideas, thoughts or tweaks in your replies :)[/size]
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Oh, and please don’t quote this WHOLE post in your replies…thanks lol[/glow][/size]