Proposed Uses for .1/.2/.3 Raw Stone

    • Proposed Uses for .1/.2/.3 Raw Stone

      Elevator Pitch: Instead of enchanted raw stone making more stone blocks of that same tier which are unenchanted (which is, frankly, worse than useless), you should make raw stone make Enchanted Stone of the same type and tier (like all other resources besides food), and have those enchanted stone blocks be used to make enchanted buildings with better return rates.

      Detailed pitch (proposed stats should obviously subject to further balancing):
      • The enchanted stone blocks would require enchanted stone blocks of the previous tier and enchanted stone of the current tier, with the enchanted blocks the same amount of raw stone and blocks required to make an unenchanted block of that tier (so making a T8.1 Stone Block, or an Uncommon Marble Block, would require 1 T7.1 Stone Block, or 1 Uncommon Basalt Block and 5 T8.1 Raw Stone, or 5 Uncommon Raw Granite).
      • The enchanted stone blocks would be used to produce enchanted buildings. There would be no way to upgrade the enchantment level of a building besides demolishing it and reconstructing it.
        • Uncommon buildings
          • Where there is no return rate by default (player and guild islands): 15% return rate (43% with focus)
          • Where there is a 15% return rate by default (towns and hideouts): 25% return rate (47% return rate with focus)
          • Where there is a 35% return rate by default (towns that are specialized in that item / resource): 35% return rate (53% with focus)
        • Rare buildings
          • Where there is no return rate by default (player and guild islands): 25% return rate (47% return rate with focus)
          • Where there is a 15% return rate by default (towns and hideouts): 35% return rate (53% with focus)
          • Where there is a 35% return rate by default (towns that are specialized in that item / resource): 45% return rate (63% return rate with focus)
        • Epic Buildings
          • Where there is no return rate by default (player and guild islands): 35% return rate (53% with focus)
          • Where there is a 15% return rate by default (towns and hideouts): 45% return rate (63% return rate with focus)
          • Where there is a 35% return rate by default (towns that are specialized in that item / resource): 55% return rate (67% return rate with focus)
      • A major problem I see, if you implement this system: the rich crafters & gatherers get richer, the poor crafters and gatherers get poorer. You have to make it so that there is an incentive to keep taxes relatively low. Maybe make it so that the building will charge the players who use it a tax, but will give the owner a gift of siphoned energy and season points depending on how many players use it. You could use this for any building in a town plot, not just the enchanted one