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If it's possible, at some point, a randomizer for the mines to have a differing percentage of reduced income over time, but never run out at all might be interesting.
Agree to that randomizer would be intresting if possible, otherwise i would recommend sepperate it in diffrent mods like 15%, 25% or 35% everything above is to much imo.
Can't really tell a good estimate as - like most other people - I've still only experienced the early game, but I guess the best way to approach that will probably turn out to be either to leave the decaying mechanic on but limited to something like 20/25% output (and then it stops decaying), or to do it kinda like the older games, where SOME mines would run dry and others (I'd say the ones deeper into enemy territory and harder to get) won't. I personally would go the former, as I feel the latter still might feel a bit like unwanted railing by some.
In any case, let's keep in mind a mod such as this is aimed at players that don't like time limits in their games (which the decaying mechanic effectively is), so people who like to turtle, take things slow, develop their mercs and see all of their potential combinations in a single playthrough, etc. This of course can make the game much easier if you so want (just like grinding and overleveling in any rpg game), but there's quite a few other things that can make this game a cakewalk (for instance, stealth & snipers are broken OP and one could easily dominate the game simply by specializing in them), so who cares, it's up to the players to decide how they prefer to have fun.
Thus I'd say the mining income should still potentially be enough to help maintain the large merc team these turtling players are most likely trying to assemble without having to worry about rushing. Mining alone shouldn't of course nearly be enough to pay for the whole upkeep of a full roster of like 12 elite mercs (plus the free ones), so that the player still feels the need to run after shipments and other profitable endeavours, but it should still be a solid help.
Decaying to 25% in the late game (or any other solution that ends up netting you an equivalent income), with all the mines owned and dried to their minimum output, means something like 50k per week: which is just about enough to pay for the 12 absolutely cheapest mercs, or only a couple of the pricier legendary ones. So, basically, it lets you run with all the Barrys and Foxes you want for as long as you want without having to grind shipments like a madman, but one Magic and one Scully and that's it, everything else is on you. Seems a reasonable balance to me, at least looking at the numbers here. Other variables in the late game I don't yet know about might screw this up completely.
I don't want to get rich, i don't want to get rushed. So finding a good solution can be tricky.
Also, a perhaps easier solution would be for mines to have diminishing returns (like your 2nd mine onwards doesn't give as much as the first, and so on).
I like playing slow, but i don't want to not even think about money either.
normal initial production, no depletion
lowered initial production, no depletion
lowered production after depletion (selectable between for example 90% 75% 50%, 25%, 10%, etc.)
vanilla behaviour but not all mines run out, or only one runs out
lowered production but not all mines run out, or only one runs out
This way the mines dry out gradually over time as it get harder to mine and harder to find
For me the best solution is the same propose yacc : an option in the menu.
It was tough to get enough money for your mercs in the beginning but becomes easier the further you progress.
In JA3 it feels like you are getting punished the further you progress forcing you to intercept almost every diamond delivery which is not fun at all.
So having one mine - or a few of them - running out after some time is fine, or at least lower its income while keeping the later/bigger ones running forever would be good.
I am 16 hours into the game now and conquered my third mine where 2 are already depleted. This just doesn't feel right because I still can not afford more then 4 mercs + the Imp and/or train militia.
But it would also be to easy when you start sitting on millions of cash though.... Tough thing ;-).
lowered production after depletion (selectable between for example 90% 75% 50%, 25%, 10%, etc.) sounds like a nice way to keep the sandbox going.
to me this makes a bit more sense in a more real world, as they mine the areas they find bigger deposits some months and smaller deposits on others, so your bad mercenary mojo was not the reason all the mines that have been operational for years dried up from walking past them while also not allowing an overflow of money.
this might be a bit of a stretch to ask for too but if it could be tracked in the background like if a mine keeps RNG outputting high more often then low then have it be more probable for it to produce a low out put (as well as low to high), this way the player is never starved of all resources while also presenting the player to have to save the high output for when stock crashes and all the mines are just producing low output for a few months.
I like this option too. I imagine that having selectable percentages for post depletion lowered production would require starting a new game?