I believe that, by now, most players in the community have interacted with the feature of clan/guild building. It’s overall a nice feature, however, it has a single fatal flaw which greatly hinders its performance.
The issue
It’s quite simple. Drachma from your organization’s treasury or your personal funds is spent the moment you place down any structure. This means that, if you mess up the placement, rotation or something else while placing the structure, you’re forced to delete it, and are given back only 80% of the originally invested money. This can become a real hassle in bigger builds, where a single mistake can cost you thousands of drachma.
What’s worse, however, is the fact that, despite spending your own or your treasury’s money, the structures you place aren’t immediately saved. While one could argue that leaving the game with unsaved buildings is a mistake on the player’s part, there are many other possible reasons a player might leave with an unsaved build, such as their connection breaking, the server shutting down or roblox crashing. In the end, all the invested drachma is lost.
Finally, another big issue is the fact that you’re only refunded drachma if the deleted building wasn’t saved. This was done to prevent players farming money by loading saves and deleting placed buildings, but the execution is highly flawed.
This all means that your mistakes cost you 20% of the structure you placed, and obstacles outside your control may ruin your builds. This suggestion aims to fix that.
Introducing: Blueprint mode
In this revamped system, when a player places down a structure, it will initially be in the blueprint mode. Structures that are blueprints wouldn’t have collision or any functionality, and also wouldn’t cost any drachma to place down. They’d be marked with a highly visible effect, such as making them transparent with a forcefield overlay.
Construction & Save cost
As long as the structures are in the blueprint mode, they can be placed and deleted freely, allowing players to easily correct their mistakes or plan out bases without fear of wasting money. Instead, the price of placed structures would add up to the Save cost.
When the player decides to save, they will get a list of all the structures they placed down, their costs, and their total cost. Only when the player saves their build will the price of the structures be deducted from the treasury or their balance, and the structures will be constructed and saved.
If the player has already saved 2 walls costing 100 drachma, and builds another 8, the total cost of the save would come out at 800 drachma, which would be deducted from their balance or their organization’s treasury. 8 walls cost 800 drachma, but the previously built 2 aren’t added to the cost, as they were already paid for.
Deletion
The player also has the option to delete saved structures. This would work like it currently does (Although putting the refunds at 100% instead of 80% isn’t a bad idea either), but it would also mark the chosen structure the same way placed blueprints are marked, giving them a special effect.
Like constructed buildings, deleted buildings aren’t erased from the save until the player actually saves the build. They also contribute to the Save cost in the way that they will deduce from the total cost the amount of money the player would get back.
If the player decides to delete 2 already saved walls costing 100 drachma, and builds 8 of them instead, the total cost would come out at 640 drachma. 8 walls cost 800 drachma, but since 2 previously built walls are being deleted, 160 drachma is deducted from the cost, 80 for each wall.