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View Full Version : Gem Producing items- a suggestion for improvement


Tyrant
April 2nd, 2008, 06:42 PM
There's a pretty strong body of opinion that gem producing items (Clam. Bloodstone, Fever Fetish) are under priced and many people use a mod to increase the price. Personally, i do not think they are- the Clam is a 16 turn payoff, the FF has disadvantages, and the Bloodstone, though excellent, is hard to make. But, if you start getting serious forge bonuses it's a different story. So how about making it impossible to get forge or construction bonuses on the gem items? (The Blood contracts are already that way) Would this change people's minds about the base cost?

Tuidjy
April 2nd, 2008, 07:33 PM
I think they are fine as they are. I remember playing a lot of games when
a clam used to be 2W, and I never had much of a problem even then. Of course,
I am as likely to ignore clamming as I am to ignore site searching...

But I do not mind joining games where clams are priced out of reach. Big deal.

calmon
April 2nd, 2008, 08:05 PM
I had some equal thoughts Tyrant. With Forge, hammers and possible a construction site gem producing items can be really insane very fast. In one mp game i produced ~300 earth gems in 10 turns which is game breaking.

But the minimum shouldn't be at full costs. Maybe between 50-70%.

Sir_Dr_D
April 2nd, 2008, 09:45 PM
Tyrant, I think that is a great idea. That would do a lot towards balancing the game.