Report 1271

Report #1271
Skillset: Nature Skill: Nature
 Org: Blacktalon Status: Completed Sept 2013
Furies' Decision:
Solution 1.
Problem: With the current population, it is very hard (if not impossible) to
keep herbs properly planted, given that once per IC year about 95% (or 19/20) of
the herbs simply die (they have a 10% chance per IC day to die), unless they're
protected. Needless to say, it is virtually impossible to protect the entire
basin from the effects of hibernation. The aim of this report is to make
replanting less of an arduous task where essentially a few people need to near-
completely replant the entire basin (or at least the places they wish to harvest
from) every IC year.
[A: 0 R: 0] Solution #1: Tweak the numbers on hibernation. A 7% chance to die
 would mean roughly 85% (or 5/6) of the plants would
 die, while a 5% chance would mean roughly 75% (or
 3/4) would die.
[A: 0 R: 0] Solution #2: Have hibernation happen in two steps: If the
 population in the room is one, apply the current
 hibernation mechanics of having a chance to die. If
 it's greater than one, reduce five herbs from the
 room to a minimum of one. This would mean a room with
 60 herbs would get 12 "freebie" days, which means the
 death rate would drop to 75% with the current 10%
 death rate per day. This would mean the regularly
 harvested areas are hardly changed at all, while
 rarely harvested areas are much more durable.
[A: 0 R: 0] Solution #3: Preferrably in addition to either one or two, ensure
 that some herbs will survive, with more rooms
 surviving the larger the environment in the area is,
 such as one herb per 20 rooms (so for the swamps in
 Glomdoring, which is 18 rooms, at least one of each
 plant would survive, while for the forest section,
 which is (I believe) 220 rooms, at least 11 herbs of
 each type would survive (in 11 different rooms)).
Player Comments:
---[Vivet on 9/9 @ 03:53 writes]:
Solution 2. Solution 3 sounds okay too, but we have an ascendant power and an
ecology skill that can bring back a lost herb to an area, and if solution 2 goes
in, it's that's probably enough on its own.
---[Vivet on 9/9 @ 03:53 writes]:
Oops, pardon the unnecessary words there.
---[Enyalida on 9/9 @ 17:26 writes]:
The ascendant power is drastically overpriced, and the ecology power hardly
used. Solution 3 is fine, we'll find something else for the eco power to do.
---[Xenthos on 9/11 @ 02:06 writes]:
You don't even need to find something else for it to do, it's still useful when
someone comes through and strip-harvests.
---[Kio on 9/14 @ 16:18 writes]:
I don't understand the way herbs grow, nor do I have the energy to make the
attempt (as it seems a bit convoluted to me). However, at a glance, this seems
to make tending to herbs a bit easier, which is something I think we need based
on the mass number of complaints from forestal folk who tend to them.
---[Talan on 9/16 @ 21:45 writes]:
Solution 2.
---[Wobou on 9/24 @ 05:04 writes]:
Any of these sound good to me.