https://wiki.voxelturf.net/mediawiki//api.php?action=feedcontributions&user=Nikolai+Bukav&feedformat=atomVoxel Turf Wiki - User contributions [en]2024-03-29T07:18:29ZUser contributionsMediaWiki 1.30.0https://wiki.voxelturf.net/mediawiki//index.php?title=Bandit_Base&diff=820Bandit Base2019-07-12T02:45:47Z<p>Nikolai Bukav: /* Modding */</p>
<hr />
<div>{{version|1.3.3}}<br />
[[File:Bbase_map.jpg|thumb|A Bandit Base on the Strategic Map]]<br />
Bandit Bases are where [[Bandits]] hide. More importantly, these bases are where the Bandits store their loot!<br />
<br />
Bandit Bases are the only legal places where you can acquire silver and gold tier [[Weapons]] and [[Weapons|Weapon Mods]]. Useful mods such as the Explosive Mod and the Extra Shot Mod can only be found here. They also have a chance to spawn valuable items such as Jewellery or precious metal ingots.<br />
<br />
Bandit Bases have Levels that correspond to the strength of the base. These levels range from Level 1 (at the start of the game) to Level 5. They can be leveled-up by [[Lots|abandoning occupation]] after being captured. Higher level bandit bases have stronger Bandits and better loot.<br />
<br />
Bandit Bases can be permanently removed from the map by converting them to a [[Base|Player Base]].<br />
<br />
==Bandit Base Structure==<br />
Bandit Bases consist of a Spawner (A Burning Barrel), some sort of environment, and chests or lockers where loot can be found.<br />
<br />
Spawners come in 3 types:<br />
* Blue-Grey Burning barrels are the most common type. These spawn up to 5 Machine Gun bandits.<br />
* Yellow Burning Barrels are<br />
* Red Burning Barrels are half-spawners. These spawn either 2 bandits (at levels 1 and 2) or 3 bandits (levels 3 and up).<br />
<br />
<br />
==Types of Bandit Bases==<br />
[[File:Bbase_bunker.jpg|thumb|A Bandit Bunker in the Hills]]<br />
[[File:Bm_seabase.jpg|thumb|A Sea Base, with a Hovercraft up the stairs]]<br />
[[File:Bbase_bandithouse.jpg|thumb|A Bandit House]]<br />
===Small===<br />
Small bandit bases are scattered all over the map. They are 1x1 [[Lots]] in size.<br />
* Bandit Bunker (only spawns in Hills)<br />
* Bandit Seabase (only spawns in Sea lots). '''Note:''' These spawn [[Vehicles|Hovercrafts]] for you to steal!<br />
* Bandit Base<br />
* Bandit House<br />
* Bandit House 2 <br />
<br />
===Big===<br />
Big Bandit Bases spawn 3x the loot, but also have 3x the enemies. These are 2x3 [[Lots]] in size<br />
* Bandit Fort<br />
* Bandit Factory<br />
<br />
<gallery><br />
Bbase_fort.jpg|A Bandit Fort<br />
Bbase_factory.jpg|Bandit Factory Exterior<br />
Bbase_factory_interior.jpg|Bandit Factory Interior<br />
</gallery><br />
<br />
==Strategy==<br />
===Combat===<br />
Bandits will respawn continuously, unless a player is located somewhere within the base. More specifically, bandits will continue to spawn unless the base is under siege - i.e. there is a ''non-bandit'' on the base (a faction goon or a foot CDF officer do count).<br />
<br />
All vanilla bandit bases in the game have at least 1 point of entry where you can get into the base without having to blow anything up. If you are using explosives be careful not to destroy your cover!<br />
<br />
When invading a Bandit Base, move slowly and take cover. Try to only have one bandit in your line of sight at a time - if you run out into the open you can be attacked by many bandits at the same time! When you are running, the Bandits can hear you. If you Crouch, then the Bandits are less likely to notice you.<br />
<br />
Note:As Of Patch 1.10 When a Base Defender in a Bandit Base is Killed, A Timer is set to prevent instant respawns. The respawn time is different on each difficulty.<br />
*Easy:8 Seconds<br />
*Normal:5 Seconds<br />
*Hard:2 Seconds<br />
<br />
===Catch and Release===<br />
Releasing a Bandit Base may increase its level; making the Bandits stronger and the loot better. You must be a minimum of 64m (4 lots) away from the base to release it. A [[tick]] may be required to respawn the loot.<br />
[[File:Bandit_occupiedbanditbase.jpg|500px|center]]<br />
<br />
===Multiplayer===<br />
If you are attacking a base with an ally and they die, hide somewhere on the base. This will suppress bandit respawns.<br />
<br />
Taking out a Big Bandit Base is a lot easier with a friend! Having a [[Base]] nearby to recover is also a good idea. If you have a chest to store your winnings be sure to put some kind of shielding around it to prevent it being blown up by a stray rocket!<br />
<br />
==Loot==<br />
Level 1 bandit bases have a slight chance of spawning silver tier weapons and mods, and no chance of spawning gold weapons/mods<br />
<br />
The loot table can be found at the {{console|scripts/server/tile_entities/chest.lua}}<br />
<br />
When loot is generated the game will do a number of rolls to determine what items are created. In the table below, Lv1 through Lv5 are the chances that a roll will create a specific item. The Min/Max are the minimum/maximum stack sizes for roll. The RTO (Random Type Offset) column is a maximum random offset for an item spawn (so Concrete with an RTO of 10 may spawn a stack of item ids 4 through to 14). If rolls have the same itemId then they will be merged (hence you can have stacks above the maximum size if they combine).<br />
<br />
The loot generation algorithm will try 14 rolls. If this a big bandit base then this is tripled to 42. If this is the first time that loot is generated (such as on map generation) then the number of rolls is increased by 50% (to 21 and 63).<br />
<br />
{| class="wikitable" style="margin: auto; text-align: center;"<br />
|-<br />
| . || Item || Lv1 || Lv2 || Lv3 || Lv4 || Lv5 || Min || Max || RTO<br />
|-<br />
{{itemsr|4|Concrete|3.0455380450724|3.0467807799068|3.0555084026479|3.0794516864754|3.1271716468445|1|20|10}}<br />
|-<br />
{{itemsr|538|Cinderblock|3.0455380450724|3.0467807799068|3.0555084026479|3.0794516864754|3.1271716468445|1|20|5}}<br />
|-<br />
{{itemsr|576|Corrugated Iron|3.0455380450724|3.0467807799068|3.0555084026479|3.0794516864754|3.1271716468445|1|20|10}}<br />
|-<br />
{{itemsr|474|Bricks|3.0455380450724|3.0467807799068|3.0555084026479|3.0794516864754|3.1271716468445|1|20|10}}<br />
|-<br />
{{itemsr|544|Wood|3.0455380450724|3.0467807799068|3.0555084026479|3.0794516864754|3.1271716468445|1|20|10}}<br />
|-<br />
{{itemsr|722|Steel|3.0455380450724|3.0467807799068|3.0555084026479|3.0794516864754|3.1271716468445|1|5|10}}<br />
|-<br />
{{itemsr|1302|Barbed Wire|3.0455380450724|3.0467807799068|3.0555084026479|3.0794516864754|3.1271716468445|1|10|0}}<br />
|-<br />
{{itemsr|1283|Explosive Crate|3.0455380450724|3.0467807799068|3.0555084026479|3.0794516864754|3.1271716468445|1|3|0}}<br />
|-<br />
{{itemsr|10098|Detonator|3.0455380450724|3.0467807799068|3.0555084026479|3.0794516864754|3.1271716468445|1|1|0}}<br />
|-<br />
{{itemsr|14041|Old Boot|4.8728608721159|4.7986797283532|4.2777117637071|2.8484928099898|0|1|1|5}}<br />
|-<br />
{{itemsr|14033|Gold Ring|2.3054395521395|2.3026074422312|2.2827177713562|2.2281526223894|2.1194020113626|1|1|0}}<br />
|-<br />
{{itemsr|14034|Gold Necklace|2.3054395521395|2.3026074422312|2.2827177713562|2.2281526223894|2.1194020113626|1|1|0}}<br />
|-<br />
{{itemsr|14036|Gold Bracelet|2.3054395521395|2.3026074422312|2.2827177713562|2.2281526223894|2.1194020113626|1|1|0}}<br />
|-<br />
{{itemsr|14037|Big Diamond|1.1527197765164|1.1674358941561|1.2707859567917|1.5543156139115|2.1194020113626|1|1|0}}<br />
|-<br />
{{itemsr|14038|Silver Ingot|0.57635988781155|0.57565186034486|0.570679442699|0.55703815565734|0.52985050329929|1|1|0}}<br />
|-<br />
{{itemsr|14039|Gold Ingot|0.28817994390577|0.28580940859211|0.26916133746731|0.2234891648788|0.1324626255955|1|1|0}}<br />
|-<br />
{{itemsr|14040|Platinum Ingot|0|0.00050413039333351|0.0040445959565437|0.013757478189833|0.033115656398874|1|1|0}}<br />
|-<br />
{{itemsr|12039|Silencer Mod|2.0303586967149|2.016376446698|1.9181802749617|1.6487897570182|1.1118832519334|1|1|0}}<br />
|-<br />
{{itemsr|12040|Extra Shot Mod|0|0.0084632799484172|0.06790018675946|0.23095887660114|0.55594162638366|1|1|0}}<br />
|-<br />
{{itemsr|12041|Scope Mod|2.0303586967149|2.016376446698|1.9181802749617|1.6487897570182|1.1118832519334|1|1|0}}<br />
|-<br />
{{itemsr|12042|Scope Mod Silver|0|0.016926559884139|0.13580037341707|0.46191775285584|1.1118832519334|1|1|0}}<br />
|-<br />
{{itemsr|12043|Scope Mod Gold|0|0.0084632799484172|0.06790018675946|0.23095887660114|0.55594162638366|1|1|0}}<br />
|-<br />
{{itemsr|12044|Explosive Mod|2.0303586967149|2.016376446698|1.9181802749617|1.6487897570182|1.1118832519334|1|1|0}}<br />
|-<br />
{{itemsr|12045|Explosive Mod Silver|0|0.016926559884139|0.13580037341707|0.46191775285584|1.1118832519334|1|1|0}}<br />
|-<br />
{{itemsr|12046|Explosive Mod Gold|0|0.0084632799484172|0.06790018675946|0.23095887660114|0.55594162638366|1|1|0}}<br />
|-<br />
{{itemsr|12047|Armour Piercing Mod|2.0303586967149|2.016376446698|1.9181802749617|1.6487897570182|1.1118832519334|1|1|0}}<br />
|-<br />
{{itemsr|12048|Armour Piercing Mod Silver|0|0.016926559884139|0.13580037341707|0.46191775285584|1.1118832519334|1|1|0}}<br />
|-<br />
{{itemsr|12049|Armour Piercing Mod Gold|0|0.0084632799484172|0.06790018675946|0.23095887660114|0.55594162638366|1|1|0}}<br />
|-<br />
{{itemsr|12000|Pistol|1.3535724647473|1.3365937114555|1.2173533479884|0.89023037866888|0.2382606971407|1|3|0}}<br />
|-<br />
{{itemsr|12001|Pistol Silver|0.27071449262461|0.28472891786109|0.38315105347138|0.65316147872876|1.1913034848696|1|3|0}}<br />
|-<br />
{{itemsr|12002|Pistol Gold|0|0.0036271199797066|0.029100080054319|0.098982375735693|0.2382606971407|1|3|0}}<br />
|-<br />
{{itemsr|12003|Pistol Bullets|3.2485739147439|3.2498994985673|3.2592089628245|3.2847484655738|3.3356497566341|1|60|0}}<br />
|-<br />
{{itemsr|12006|Assault Rifle|1.3535724647473|1.3365937114555|1.2173533479884|0.89023037866888|0.2382606971407|1|11|0}}<br />
|-<br />
{{itemsr|12007|Assault Rifle Silver|0.27071449262461|0.28472891786109|0.38315105347138|0.65316147872876|1.1913034848696|1|11|0}}<br />
|-<br />
{{itemsr|12008|Assault Rifle Gold|0|0.0036271199797066|0.029100080054319|0.098982375735693|0.2382606971407|1|11|0}}<br />
|-<br />
{{itemsr|12009|Assault Rifle Rounds|3.2485739147439|3.2498994985673|3.2592089628245|3.2847484655738|3.3356497566341|1|90|0}}<br />
|-<br />
{{itemsr|12012|Shotgun|1.3535724647473|1.3365937114555|1.2173533479884|0.89023037866888|0.2382606971407|1|2|0}}<br />
|-<br />
{{itemsr|12013|Shotgun Silver|0.27071449262461|0.28472891786109|0.38315105347138|0.65316147872876|1.1913034848696|1|2|0}}<br />
|-<br />
{{itemsr|12014|Shotgun Gold|0|0.0036271199797066|0.029100080054319|0.098982375735693|0.2382606971407|1|2|0}}<br />
|-<br />
{{itemsr|12015|Shotgun Shots|3.2485739147439|3.2498994985673|3.2592089628245|3.2847484655738|3.3356497566341|1|12|0}}<br />
|-<br />
{{itemsr|12018|SMG|1.3535724647473|1.3365937114555|1.2173533479884|0.89023037866888|0.2382606971407|1|28|0}}<br />
|-<br />
{{itemsr|12019|SMG Silver|0.27071449262461|0.28472891786109|0.38315105347138|0.65316147872876|1.1913034848696|1|28|0}}<br />
|-<br />
{{itemsr|12020|SMG Gold|0|0.0036271199797066|0.029100080054319|0.098982375735693|0.2382606971407|1|28|0}}<br />
|-<br />
{{itemsr|12021|SMG Rounds|3.2485739147439|3.2498994985673|3.2592089628245|3.2847484655738|3.3356497566341|1|120|0}}<br />
|-<br />
{{itemsr|12024|Rifle|1.3535724647473|1.3365937114555|1.2173533479884|0.89023037866888|0.2382606971407|1|3|0}}<br />
|-<br />
{{itemsr|12025|Rifle Silver|0.27071449262461|0.28472891786109|0.38315105347138|0.65316147872876|1.1913034848696|1|3|0}}<br />
|-<br />
{{itemsr|12026|Rifle Gold|0|0.0036271199797066|0.029100080054319|0.098982375735693|0.2382606971407|1|3|0}}<br />
|-<br />
{{itemsr|12027|Rifle Bullets|3.2485739147439|3.2498994985673|3.2592089628245|3.2847484655738|3.3356497566341|1|13|0}}<br />
|-<br />
{{itemsr|12050|Health Vial|11.602049695421|11.581673092763|11.438569917555|11.045981919397|10.263537712977|1|1|0}}<br />
|-<br />
{{itemsr|12051|Health Pack|1.3922459635545|1.4023003846903|1.4729117429027|1.6666263248988|2.0527075425954|1|1|0}}<br />
|-<br />
{{itemsr|12052|Mega Health Pack|0|0.015624516815348|0.12535419084026|0.42638561799945|1.0263537709641|1|1|0}}<br />
|-<br />
{{itemsr|12032|Rocket Launcher|0.019336749647217|0.02129925468136|0.035081763299947|0.072892576793708|0.14825110048016|2|2|0}}<br />
|-<br />
{{itemsr|12033|Rockets|0.038673499294434|0.042598509362721|0.070163526599894|0.14578515358742|0.29650220096033|8|8|0}}<br />
|-<br />
{{itemsr|12034|Guided Missile Launcher|0|0.0022568746546039|0.018106716482769|0.061589033806495|0.14825110048016|1|1|0}}<br />
|-<br />
{{itemsr|12035|Guided Rockets|0|0.0022568746546039|0.018106716482769|0.061589033806495|0.14825110048016|8|8|0}}<br />
|-<br />
{{itemsr|12038|Grenade|0.38673498969577|0.38648978395983|0.38476772459682|0.38004344201507|0.3706277503665|1|2|0}}<br />
|-<br />
{{itemsr|14052|Fat Stack|2.0303586967149|2.0311871866045|2.0370056017653|2.0529677909836|2.0847810978963|1|1|0}}<br />
|-<br />
{{itemsr|14050|Cash|8.1214347868598|8.1247487464181|8.1480224070612|8.2118711639345|8.3391243915853|1|1|0}}<br />
|-<br />
{{itemsr|14051|Chump Change|2.0303586967149|2.0311871866045|2.0370056017653|2.0529677909836|2.0847810978963|1|1|0}}<br />
|-<br />
{{itemsr|16000|Basic Armour|0.33839311618684|0.33414842786388|0.3043383369971|0.22255759466722|0.059565174285175|1|1|0}}<br />
|-<br />
{{itemsr|16001|Improved Armour|0.067678623156153|0.071182229465273|0.095787763367844|0.16329036968219|0.2978258712174|1|1|0}}<br />
|-<br />
{{itemsr|16002|Quality Armour|0|0.00090677999492666|0.0072750200135797|0.024745593933923|0.059565174285175|1|1|0}}<br />
|-<br />
{{itemsr|16003|Basic Composite Armour|0.22559541079122|0.22276561857592|0.20289222466473|0.14837172977815|0.039710116190117|1|1|0}}<br />
|-<br />
{{itemsr|16004|Improved Composite Armour|0.045119082104102|0.047454819643515|0.063858508911896|0.10886024645479|0.1985505808116|1|1|0}}<br />
|-<br />
{{itemsr|16005|Quality Composite Armour|0|0.00060451999661777|0.0048500133423864|0.016497062622615|0.039710116190117|1|1|0}}<br />
|-<br />
{{itemsr|14066|Blue Dungeon Key|0|0.00362712|0.0291000801|0.0989823757|0.2382606971|1|1|0}}<br />
|}<br />
<br />
==Modding==<br />
You can add Bandit Bases to a [[LotPack]] by marking it. Be sure to spawn a Burning Barrel! Use the {{console|/give "Burning Barrel Grey"}} command to spawn some into your inventory. By convention Machine Gun [[Bandits]] spawn from Grey Barrels and [[Weapons|Rocket Launcher]] [[Bandits]] spawn from Yellow Barrels. Red Burning Barrels are "Half Spawners". By convention use 1 regular spawner = 2 Half Spawners.<br />
<br />
You can also use "Single Spawners". These work by allowing you to place one bandit at a time from a preset list of bandit types. Use the {{console|/give "Single Spawner"}} command to add it to your inventory. It will be invisible, but you can still delete them using your Remove block.<br />
<br />
To add it to a lotpack use one of the following lot types:<br />
<br />
{{console|MOBBASE_VACANT}}, {{console|MOBBASE_HILLS}}, {{console|MOBBASE_SEA}} spawn in their relevant locations. They ''must'' be 1x1 lots!<br />
<br />
{{console|MOBBASE_BIG}} ''must'' be a 2x3 lot.<br />
<br />
==External Links==<br />
[http://www.indiedb.com/games/voxel-turf/news/watch-release-announcement-infinite-rockets-dev-diary-9-meet-the-bandits Dev Diary 9: Meet The Bandits (IndieDb)]</div>Nikolai Bukavhttps://wiki.voxelturf.net/mediawiki//index.php?title=Talk:Turf_2_Design/Suggestions&diff=819Talk:Turf 2 Design/Suggestions2019-05-04T18:53:54Z<p>Nikolai Bukav: /* Other suggestions? */</p>
<hr />
<div><br />
== Base Engine ==<br />
<br />
Is there already a specific height limit in mind for buildings?<br />
With the addition of the underground layer, is that separate from lots, or will lots be able to be saved with basement additions?<br />
<br />
== Modability ==<br />
<br />
<br />
== Performance Goals ==<br />
<br />
<br />
== Artistic Goals ==<br />
<br />
<br />
== Economy ==<br />
<br />
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income?<br />
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor?<br />
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?<br />
<br />
== Resources ==<br />
<br />
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?<br />
<br />
== Finance ==<br />
<br />
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?<br />
<br />
== Other suggestions? ==<br />
<br />
Since there is a modular system for Dungeons in Turf 1, I wonder if it would somehow be possible to create a module system for lot designs? Or perhaps an ability to save certain rooms, or generate rooms / entire buildings based off of modular building. For instance. A bedroom, kitchen, or bathroom can connect to a hallway. If you have a house based on some 5x5 plan or whatever number, maybe you can have a 3x3 living room connect to several sets of 1x1 hallways adjacent to 2x1 bedrooms, or similar. There should be a system to create simple random generation houses to encourage explorability of houses, or small offices.</div>Nikolai Bukavhttps://wiki.voxelturf.net/mediawiki//index.php?title=Talk:Turf_2_Design/Suggestions&diff=818Talk:Turf 2 Design/Suggestions2019-05-04T18:49:06Z<p>Nikolai Bukav: /* Base Engine */</p>
<hr />
<div><br />
== Base Engine ==<br />
<br />
Is there already a specific height limit in mind for buildings?<br />
With the addition of the underground layer, is that separate from lots, or will lots be able to be saved with basement additions?<br />
<br />
== Modability ==<br />
<br />
<br />
== Performance Goals ==<br />
<br />
<br />
== Artistic Goals ==<br />
<br />
<br />
== Economy ==<br />
<br />
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income?<br />
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor?<br />
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?<br />
<br />
== Resources ==<br />
<br />
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?<br />
<br />
== Finance ==<br />
<br />
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?<br />
<br />
== Other suggestions? ==</div>Nikolai Bukavhttps://wiki.voxelturf.net/mediawiki//index.php?title=Talk:Turf_2_Design/Suggestions&diff=817Talk:Turf 2 Design/Suggestions2019-05-04T18:36:50Z<p>Nikolai Bukav: /* Finance */</p>
<hr />
<div><br />
== Base Engine ==<br />
<br />
<br />
== Modability ==<br />
<br />
<br />
== Performance Goals ==<br />
<br />
<br />
== Artistic Goals ==<br />
<br />
<br />
== Economy ==<br />
<br />
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income?<br />
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor?<br />
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?<br />
<br />
== Resources ==<br />
<br />
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?<br />
<br />
== Finance ==<br />
<br />
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?<br />
<br />
== Other suggestions? ==</div>Nikolai Bukavhttps://wiki.voxelturf.net/mediawiki//index.php?title=Talk:Turf_2_Design/Suggestions&diff=816Talk:Turf 2 Design/Suggestions2019-05-04T18:36:39Z<p>Nikolai Bukav: /* Economy */</p>
<hr />
<div><br />
== Base Engine ==<br />
<br />
<br />
== Modability ==<br />
<br />
<br />
== Performance Goals ==<br />
<br />
<br />
== Artistic Goals ==<br />
<br />
<br />
== Economy ==<br />
<br />
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income?<br />
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor?<br />
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?<br />
<br />
== Resources ==<br />
<br />
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?<br />
<br />
== Finance ==<br />
<br />
<br />
== Other suggestions? ==</div>Nikolai Bukavhttps://wiki.voxelturf.net/mediawiki//index.php?title=Talk:Turf_2_Design/Suggestions&diff=815Talk:Turf 2 Design/Suggestions2019-05-04T18:36:12Z<p>Nikolai Bukav: /* Resources */</p>
<hr />
<div><br />
== Base Engine ==<br />
<br />
<br />
== Modability ==<br />
<br />
<br />
== Performance Goals ==<br />
<br />
<br />
== Artistic Goals ==<br />
<br />
<br />
== Economy ==<br />
<br />
Regarding Finance / Resources / Economy:<br />
<br />
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income?<br />
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor?<br />
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?<br />
<br />
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?<br />
<br />
== Resources ==<br />
<br />
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?<br />
<br />
== Finance ==<br />
<br />
<br />
== Other suggestions? ==</div>Nikolai Bukavhttps://wiki.voxelturf.net/mediawiki//index.php?title=Talk:Turf_2_Design/Suggestions&diff=814Talk:Turf 2 Design/Suggestions2019-05-04T18:36:01Z<p>Nikolai Bukav: /* Economy */</p>
<hr />
<div><br />
== Base Engine ==<br />
<br />
<br />
== Modability ==<br />
<br />
<br />
== Performance Goals ==<br />
<br />
<br />
== Artistic Goals ==<br />
<br />
<br />
== Economy ==<br />
<br />
Regarding Finance / Resources / Economy:<br />
<br />
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income?<br />
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor?<br />
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?<br />
<br />
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?<br />
<br />
== Resources ==<br />
<br />
<br />
== Finance ==<br />
<br />
<br />
== Other suggestions? ==</div>Nikolai Bukavhttps://wiki.voxelturf.net/mediawiki//index.php?title=Talk:Turf_2_Design/Suggestions&diff=813Talk:Turf 2 Design/Suggestions2019-05-04T18:35:29Z<p>Nikolai Bukav: /* Finance */</p>
<hr />
<div><br />
== Base Engine ==<br />
<br />
<br />
== Modability ==<br />
<br />
<br />
== Performance Goals ==<br />
<br />
<br />
== Artistic Goals ==<br />
<br />
<br />
== Economy ==<br />
<br />
Regarding Finance / Resources / Economy:<br />
<br />
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income?<br />
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor?<br />
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?<br />
<br />
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?<br />
<br />
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?<br />
<br />
== Resources ==<br />
<br />
<br />
== Finance ==<br />
<br />
<br />
== Other suggestions? ==</div>Nikolai Bukavhttps://wiki.voxelturf.net/mediawiki//index.php?title=Talk:Turf_2_Design/Suggestions&diff=812Talk:Turf 2 Design/Suggestions2019-05-04T18:34:19Z<p>Nikolai Bukav: </p>
<hr />
<div><br />
== Base Engine ==<br />
<br />
<br />
== Modability ==<br />
<br />
<br />
== Performance Goals ==<br />
<br />
<br />
== Artistic Goals ==<br />
<br />
<br />
== Economy ==<br />
<br />
Regarding Finance / Resources / Economy:<br />
<br />
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income?<br />
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor?<br />
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?<br />
<br />
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?<br />
<br />
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?<br />
<br />
== Resources ==<br />
<br />
<br />
== Finance ==</div>Nikolai Bukavhttps://wiki.voxelturf.net/mediawiki//index.php?title=Talk:Turf_2_Design/Suggestions&diff=811Talk:Turf 2 Design/Suggestions2019-05-04T18:32:37Z<p>Nikolai Bukav: Quick thoughts regarding the suggestions</p>
<hr />
<div>Regarding Finance / Resources / Economy:<br />
<br />
Does this mean that there could be some things like tax implementation or subsidies? Corporate tax on Offices, Tax on Residential Income?<br />
If you choose to do so, do you think you can give "tax cuts" to the citizens to encourage spending and make them happy/not poor?<br />
Would this tie into government ideologies or systems of government if depending on if a system of government is implemented?<br />
<br />
I think it would be useful to create a system like "a budget" to fund things to attempt to put money back into the economy without too much player micromanaging whilst the player is doing missions or elsewhere. One of the bigger issues I did see with Turf 1 was that you can literally start accumulating millions upon millions out of nowhere, and although it could be spent on buildings, I think policies / nonvisible upgrades to existing buildings would be very good to have. For instance, say you have an office, you can have some type of policy that will say "Central Network Interface" and this would do something to boost something like the productivity output of the office, which should possibly increase its income or happiness of workers, maybe?<br />
<br />
With Resource flow, does this imply that you can do resource extraction, like say oil, coal, natural gas, gems, agriculture, fishing industry, wood/logging? Do you think that the resources can get very specialized? Like say Grape vineyards (special agriculture for wine). Basically, I'm asking is there already a specific scope, or listed resources you already have in mind?</div>Nikolai Bukav