Open NerdyMindNYC opened 5 years ago
No joke, i was talking to some friends last night about this same idea. Way to beat me to the punch.
similarly once a mineshaft has been depleted/deactivated, rotation of the token activates the Druid only function. We then only have to rotate mine tokens, not constantly move them about! ( a real annoying point for me, it’s a long way to the bottom of the mine.) It would be nice if mine tokens didn’t increase in cost, only miner profession tokens did.
Similarly, it would be good if rotation could toggle:
There are definitely scenarios where I want 1 or the other but not both
Describe the bug Current situation is that Druids, no matter how high level, work at a slow pace compared to miners. Since they do not fill in mine shafts fast enough, miners often reach their lane limit and leave dead mineshafts which then become Deactivated. Because of this, deactivated shafts no longer attract Druids and can no longer be refilled.
Suggestion As was recently implented to deactivate Necros, I suggest we have the ability to rotate a mineshaft token upside down. Which will then attract Druids, but not Miners. This way we can resuse our mineshafts more efficiently.
As far as scanning goes to activate the glow, the player could be required to go down and block off the "end" of the tunnel with two solid blocks before rotating the marker.
Screenshots
For reference, I have 5 druids, 6 miners and 10 mineshafts. Currently only 2 are glowing which means all miners and druids are now focused on only those 2 mineshafts, ignoring the now deactivated markers.