- May 26, 2018
- 621
- 1,534
I like the suggestions and will pass them on to the team; the game definitely needs a money making mechanic between the current options and the purchasing of some of the places in town (planned for chapter 3) like the old cannery. If possible, it would be cool to give the player the option between the weed farm, at the potential for the risk of exposure, suspicion, and attack, or just use it for a daily addition of biomass, with a smaller chance of exposure, suspicion, and attack.armyofrobots
your neighbor is a secluded farmer who makes weed which she then sells for money.
when you snatch her, it leaves her farm fallow. and that is rather wasteful. The place is totally secluded and your thralls should be able to farm it too.
I suggest the ability to permanently assign her a number of thralls to turn that place into an extension of your hive.
They can provide labor and protection. Not sure if smart enough to do the trading. But she could do the work herself with thrall protection.
Basically, just spend some thralls to switch her work status from not working to working and provide a bit more money.
Or... actually probably simpler is... forget about selling from her house for an income. That is too risky as it has strangers coming and going from a part of the hive.
Instead just put up a bunch of keep out signs and just have your minions use the farmland to provide an income of Drugs, Food, and Biomass.
Also, this game really needs an option to automatically do daily milking and daily missions.
Also, why are Cindy and Naomi almost never home? where are they even going every day. I see them maybe once a week.
Their mother is working for money. So she has reason not to be home. but they don't
Also we need to put the drug dealing parts into the game so that has a point.
Auto toggle is on our list of "To Do's" along with getting the UI fixed; it is needed.
Cindy, Naomi, and Midori are each "home" one day a week currently. This will be revisited at some point; it was initially set so they each had a "day" and we could work on associated events triggering for their days and then was never tinkered with. Similarly, a lot of the upgrades and tech were initially put in at various values, but have never been game-balanced for appropriate mid and late game costs.