What it is about?
This is a likely 1000 times said idea of some kind of way to improve base materials like clay/water/soil/sand.
Why is this topic exists?
It my personal vision on a general overhaul of q-grind idea. It may be (or may not) based on some of the posted before ideas I was inspired by, but it is a solid post made completely be myself "from my head". This is only my vision, so try to judge it as standalone idea without any comparison.
What is the idea?
We should divide a "Basic" version of this idea (only touches base mats) and "Advanced" (which will be posted, if Basic will get some positive feedback (lol, positive feedback on H&H forum).
The general idea is that hearthling should be able to improve the q of base mats he have found. It should be painfull, long and un-bulk proccess that can only benefit some of hermits, w/o keeping all the players to enclosureness.
More of it, it could really push the trading and collaboration on next level.
How does it work?
Via workstations. But mostly as tunning tube works.
Let's say you've found a q 50 soil. If you're not a somekind of DiS member - it's pretty sure your max.
And so goes on when you've find a clay/sand or water.
Yeap, you could be very lucky and find some q60 spot, but most likely it will be already claimed or you will be banished by main faction... But, you can try to raise to by yourself.
Example:
We don't want Loftar to implement new big constuctions into the code, so let's use what we have - tanning tube!
Lets, give a closer look at it - we have a hide (resource), a tube itselfs (a workstation) and a tanning fluid (a component). And q of all three will matter in q of leather (result).
So, here's fertilizer:
We have a fertilizer (a workstation), which is filled with soil (resource) and fertilizing fluid (component=water+crops). And after some time spend we have a fertilized soil (result), which can be both better or worse of initial soil (based on said factors).
Same is for sand (including some glass and board for sand-drying workstation and some cloth+coal as filters(component)), water (same components (filters) as for sand, but purely metal/glass workstation), and clay (WIP, the space for devs creativity)...
Will it be OP?
No. It should be very time-consuming (like 48h) and have a small output (like 16 fert. soil) - so it will not erase trading of base mat, but even may born some small-factions speciallized on one production. More than that, involving one of the base material as requirements for uping another base material q will push people to collaborate and trade...
Thx for your attention.
Kindly, your Enjoyment.