Lighthouses should use fuel
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- Chris
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Re: Lighthouses should use fuel
When building deterioration is implemented, it could take care of the abandoned lighthouse problem. Set the deterioration rate high and the repair rate very high, so it takes some but not much effort to maintain.
Requiring anything more than nominal (i.e., not realistic) fuel would hurt young and poor towns, whereas a single wealthy person could keep several lighthouses going. The initial construction costs are already high.
Requiring anything more than nominal (i.e., not realistic) fuel would hurt young and poor towns, whereas a single wealthy person could keep several lighthouses going. The initial construction costs are already high.
- EchoMan
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Re: Lighthouses should use fuel
I'm all for this idea, with a balanced fuel rule.
- RedQueen.exe
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Re: Lighthouses should use fuel
Could it not be implemented like vehicle fuel? The lighthouse would just have a "tank" that would deplete over time? Or is this more complicated?
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- viktor
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Re: Lighthouses should use fuel
eh.. i'm one of those who find fuelling a lighthouse would bring nothing to the game
- psychowico
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Re: Lighthouses should use fuel
Dig up.
I just came up with this idea and next found it on forum This is nice, we have so many lighthouses in game that shouldn't shine from years.
I just came up with this idea and next found it on forum This is nice, we have so many lighthouses in game that shouldn't shine from years.
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- Piscator
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Re: Lighthouses should use fuel
Piscator wrote:I think every achievement should take some effort to be maintained, otherwise they will stack up. Sooner or later every coastal town will have a lighthouse and with the current game set up there's no chance they won't have a lighthouse again.
Taking this into consideration it seems indeed like a good idea if lighthouses would go dark.
Although I worded it a bit oddly back then, this still sums up my thoughts pretty well. Full scale building decay would be an alternative though.
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- Doug R.
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Re: Lighthouses should use fuel
Light-generating projects should be long, though. If someone has to relight the light once a day, most lighthouses will go dark very quickly. I approve of the concept.
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- Piscator
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Re: Lighthouses should use fuel
Once a day would indeed be rather annoying. I'd say one year should be the minimum.
The most convenient solution would be if it worked like an engine.
The most convenient solution would be if it worked like an engine.
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- Henkie
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Re: Lighthouses should use fuel
Agree with Piscator!
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- Greek
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Re: Lighthouses should use fuel
I'm sad to see it's not accepted yet.
Idea is damn good (with balanced fuel usage), easy to implement (for long fixed light time) and can solve quite annoying problem.
Idea is damn good (with balanced fuel usage), easy to implement (for long fixed light time) and can solve quite annoying problem.
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- Aurora
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Re: Lighthouses should use fuel
Yes, yes, and a thousand times yes. It's an excellent idea, and it'd be sooo useful for the game.
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- Doug R.
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Re: Lighthouses should use fuel
Moving to accepted, provided the light is long-term and fuel is balanced.
Hamsters is nice. ~Kaylee, Firefly
- SumBum
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Re: Lighthouses should use fuel
Piscator wrote:The most convenient solution would be if it worked like an engine.
This, please!
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- Sunni Daez
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Re: Lighthouses should use fuel
If this is put into effect, most light houses will go dark, it will be worth lighting when it is a new thing, but that will fade and so will most the lights in Cantr.
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- Doug R.
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Re: Lighthouses should use fuel
Sunni Daez wrote:If this is put into effect, most light houses will go dark, it will be worth lighting when it is a new thing, but that will fade and so will most the lights in Cantr.
And that's fine by me.
Hamsters is nice. ~Kaylee, Firefly
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