Report 962

Report #962
Skillset: Herbs Skill: None
 Org: Cantors Status: Rejected Oct 2012
Furies' Decision:
We do not like the idea of giving nature guard (albeit a somewhat weaker
version) to herbalists. We do not believe that herbalists need it.
Problem: Non-nature herbalists do not have a way to protect herbs from being
destroyed in a room from hibernation (or stripharvested), and nature herbalists
do not use nature growth extensively. Thus, it takes a lot of work after
hibernation to replant the herbs. This report seeks to provide a way for non-
nature herbalists to help protect herbs on the front-end, while still allowing
nature growth to be superior. In the alternative, I am proposing the (less
preferred) solution of removing the power cost associated with nature growth, so
as to encourage more nature users to spend their time using it.
Solution #1: Create new skill in herbs called TEND (add to Fabled 66%, adjust
 miniatures to Fabled 33%). Allow herablist to TEND PLANTS which
 will protect the plants in a room from going dormant during
 hibernation. Cost 1p (or from powerstone)
Solution #2: Create new skill in herbs called TEND (add to Fabled 66%, adjust
 miniatures to Fabled 33%). Allow herbalist to TEND PLANTS which
 will protect the plants in the room from going dormant and
 prevent the plants from being harvested below 5. 2p (or from
 powerstone)
Solution #3: Remove power cost on nature guard.
Player Comments:
---[Enyalida on 9/8 @ 22:00 writes]:
With solution 1, what would be the point of the nature skill? Ditto with
solution 2, even if it has a slightly higher power cost. Either an alternate
method of tackling the problem or a suggestion for an alternate guard effect
would be appreciated.
---[Eritheyl on 9/10 @ 21:32 writes]:
Echoing Enyalida's statements here, definitely don't want to see the skill just
copied over. I would not, however, object to a combination of Solutions 1 and 3.
---[Zynna on 9/10 @ 21:45 writes]:
Solution 1 would keep plants from dying during hibernation (which is what I'm
seeking to solve for by non-nature herbalists), but the solution gives an
advantage to nature guard, as nature guard prevents strip-harvesting (unlike
Solution 1). Likewise, Solution 2 comes at a higher power cost than nature guard
and doesn't protect as many herbs in a room like nature guard. I am not opposed
to Solution 1 + 3 or to alternate guard effect, though not sure what to suggest
on the latter.
---[Ushaara on 10/8 @ 13:57 writes]:
Supported.
---[Xenthos on 10/31 @ 23:27 writes]:
I like solution 1. Or 2.