Talk:Gameplay rebalance June 2019
Travelnets:
I've been thinking about XP requirement based on diff from y 0.
For example something like
can_travel == abs(target_y) < player_xp * xp_factor
If factor is 10 then traveling to y 10k would require 100k XP as would traveling to y -10k
Travelnet fare:
Not sure about this, I wont like that one very much especially if it is high value. I think that we should not disable travelnets completely from beginners, this would just cause telemosaics to be used instead of travelnets. ofc, same could be done to telemosaics but it will be a lot harder to get right as there's no ready made formspec for confirmation and telemosaics will throuw people back and forth.
Maybe add some fare when not using your own travelnet, if it is not yours then make it cost something.
Good thing about telemosaics is that they are already more expensive for long range travel. This could also be enforced even by simply disallowing travel just like how i proposed for travelnets.
Travelnet outage/limit
I would either stop carrying stuff and start sending everything around with tp tubes or stop building with many different materials as I bet building big things will otherwise be way too hard. Possibly too much to change at once.
Train fare
Allow players to sell tickets... well no. This is going to be too off topic. Let it be as is.
Dangerous mobs
Yes for this
Dangerous environment
Yes for this too and some expensive ways to mitigate effects at least partially.
Asteroid resources
Should get rid of these, i'd say there could be some diamond/gold/other blocks but not that much what I've seen new players getting straight away.
Privileges
Max uses per IRL day/player + add logging for this.