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Upgradable Factories and Resources #16
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high priorityImportant changes to be done at earliestImportant changes to be done at earliestin progressissue is being worked onissue is being worked onmajor changeimportant changesimportant changesnew featurecompletely new featurecompletely new featurepartial completepartially completed issues, whether still open or closedpartially completed issues, whether still open or closedtestingimplemented but requires more testing before the issue is considered completeimplemented but requires more testing before the issue is considered complete
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high priorityImportant changes to be done at earliestImportant changes to be done at earliestin progressissue is being worked onissue is being worked onmajor changeimportant changesimportant changesnew featurecompletely new featurecompletely new featurepartial completepartially completed issues, whether still open or closedpartially completed issues, whether still open or closedtestingimplemented but requires more testing before the issue is considered completeimplemented but requires more testing before the issue is considered complete
Feature Request: Upgradable Factories and Resources
Problem:
Currently, for player faction to raise funds, it needs to either play wide (take and hold a lot of flags), steal a lot of vehicles, or grind missions.
The value of limited number of resources and factories the player faction can reasonably hold without incurring high war levels and heavy or frequent attacks force players to engage in other funds-accumulation activities. This is reasonable, but also it is the only option progress, usually.
Expected behavior:
Give the player faction (maybe also the enemy factions) the ability to invest in a Factory or Resource marker to increase its efficiency, so that limited number of held economy locations can still provide good source of income in the longer run, and individual flags are more worth holding against strong attacks instead of going through lose/retake routine against way easier fresh garrisons.
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