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Suggestion Title: Farmer
Suggestion Description: A Civilian way of making money where a person can actually put the ghosttown of a Farm barn or any Hick Town property to good use and buy seeds for Potatoes, Carrots, Cucumber and whatever is possible from an NPC at a shop.
These foods which are yielded will obviously be edible. Lesser hunger value than store bought as it opens avenues for future ideas regarding cooking but that is not the point of this suggestion. The yield also is intended to be sold by the farmer.
The user can plant these down in the ground anywhere like how pumpkin is planted. To check on the status of it's growth you can observe it grow. You will need to buy or craft a watering can which requires 5 plastic. You will fill it up with water tanks or any water source then use it on the planted seed to raise it's water level which will keep it healthy. Naturally the plant will grow and your harvest will rise.
Yield
Yield would be based on your attentiveness to the plant.
Best case scenario your plant reaches 100% growth never dropping below 65% water level. Making your yield 2-3 out of one seed.
If the plant dropped below 65% at any point it is inevitably going to yield 1-2 out of one seed.
If the plant was allowed to drop below 50% you will gain only 1 for one seed assuming the plant didn't die already.
Watering:
While the plant is growing each plant will consume more water depending on it's worth. Let's say Cucumbers are worth 250$ a pop for a cucumber if sold to the gas station clerk meanwhile Potatoes are worth 100$ a pop.
Cucumbers would consume 5% of the water every 20 seconds for each plant exclusively. That would be 1% every 4 seconds so that watering a plant is an active and engaging job.
When a farmer is watering his plants each seed will raise in percentage at 5% every second the user is holding down the watering can over the plant. Therefore the only real concern would be awareness and water provisions for the plants.
Growth:
Plants will grow based on their worth. If Cucumber is worth more than Potatoes than a potato seed will take 5 minutes, while Cucumbers would take 10 minutes.
Limitations:
Players may plant up to 6 seeds at a time. This means if cucumbers were planted for example which would be 250$ each, that would be 8 x 250 = 2000 per batch.
Reasoning:
This is taking in account the no risk passive roleplay setup this job brings compared to weed which has at times yielded 34 grams at it's worst from what I have seen, which would be about $5000. If both were to be done simultaneously, live will be brought to the Farm and Hicktown. No longer is that part of the map just a mugging location and a sweater fest but rather a place for agriculture.
Why should this be added?:
- In-depth passive roleplay
- Involves no priority and is a relaxing activity for all players to enjoy
- Can cooperate with a drug business as both are just plant growth
- Brings life to Hicktown and the Farm
- More stuff for sweaters to do
- Another job that is progressively challenging and engaging
- Intended to not be over-powered
- Opens another avenue of roleplay for more styles of organizations and companies to be made.
What negatives could this have?:
- Probably some numbers may need tweaking and some ideas left out or improved upon even though the idea itself as a whole is in the ball park of something good.
Suggestion Description: A Civilian way of making money where a person can actually put the ghosttown of a Farm barn or any Hick Town property to good use and buy seeds for Potatoes, Carrots, Cucumber and whatever is possible from an NPC at a shop.
These foods which are yielded will obviously be edible. Lesser hunger value than store bought as it opens avenues for future ideas regarding cooking but that is not the point of this suggestion. The yield also is intended to be sold by the farmer.
The user can plant these down in the ground anywhere like how pumpkin is planted. To check on the status of it's growth you can observe it grow. You will need to buy or craft a watering can which requires 5 plastic. You will fill it up with water tanks or any water source then use it on the planted seed to raise it's water level which will keep it healthy. Naturally the plant will grow and your harvest will rise.
Yield
Yield would be based on your attentiveness to the plant.
Best case scenario your plant reaches 100% growth never dropping below 65% water level. Making your yield 2-3 out of one seed.
If the plant dropped below 65% at any point it is inevitably going to yield 1-2 out of one seed.
If the plant was allowed to drop below 50% you will gain only 1 for one seed assuming the plant didn't die already.
Watering:
While the plant is growing each plant will consume more water depending on it's worth. Let's say Cucumbers are worth 250$ a pop for a cucumber if sold to the gas station clerk meanwhile Potatoes are worth 100$ a pop.
Cucumbers would consume 5% of the water every 20 seconds for each plant exclusively. That would be 1% every 4 seconds so that watering a plant is an active and engaging job.
When a farmer is watering his plants each seed will raise in percentage at 5% every second the user is holding down the watering can over the plant. Therefore the only real concern would be awareness and water provisions for the plants.
Growth:
Plants will grow based on their worth. If Cucumber is worth more than Potatoes than a potato seed will take 5 minutes, while Cucumbers would take 10 minutes.
Limitations:
Players may plant up to 6 seeds at a time. This means if cucumbers were planted for example which would be 250$ each, that would be 8 x 250 = 2000 per batch.
Reasoning:
This is taking in account the no risk passive roleplay setup this job brings compared to weed which has at times yielded 34 grams at it's worst from what I have seen, which would be about $5000. If both were to be done simultaneously, live will be brought to the Farm and Hicktown. No longer is that part of the map just a mugging location and a sweater fest but rather a place for agriculture.
Why should this be added?:
- In-depth passive roleplay
- Involves no priority and is a relaxing activity for all players to enjoy
- Can cooperate with a drug business as both are just plant growth
- Brings life to Hicktown and the Farm
- More stuff for sweaters to do
- Another job that is progressively challenging and engaging
- Intended to not be over-powered
- Opens another avenue of roleplay for more styles of organizations and companies to be made.
What negatives could this have?:
- Probably some numbers may need tweaking and some ideas left out or improved upon even though the idea itself as a whole is in the ball park of something good.
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