Oct 22
Professions Cost Multiple Stars
With the upcoming infinite star spending system, I’d recommend that the regular perks and such cost one star, but a new profession costs like 5 or more. This way it incentivizes people to really good at their set profession and discourages monopolies. It’s still doable but you sacrifice being as good as someone who specialized harder into their beginning profession. This is also a way to blend those who play for several hours a day versus those who play after work for an hour.
For example one star as a logger could get you: a charcoal recipe, a cost reduction on hewn, you unlock a new furniture recipe, or a calorie reduction for your first choice (the pathways could peel off in a research tree). But if you save up for 5 stars, you can choose to go logging and carpentry. So it’s a balance of do I want to be a master of my profession of a jack of all trades kind of situation. And if you go logging and carpentry, other loggers who specialized harder produce cheaper hewn than you anyways now, so it’s actually more affordable to outsource hewn.
This setup also promotes interdependency more but it’s a soft cap so players who want to still strive for multiple professions can do it, it just now isn’t the most optimal.
Completed
The star cost will be mainly based on the amount of content in a profession, but we'll keep this in mind for potential extra penalties. That would, if we do it at all, however likely only be optional and dependant on configuration. There is good reasons for admins wanting to incentivize players staying in related professions, but also for incentivizing them to take multiple separate and not much interlinked professions - depending on their server concept.