Hi there,
I read the fish bait idea was recently scrapped, which makes me very sad, because oil harvesting is too easy and overpowered. It essentially removes fuel cost from the economic side of the game, being essentially free.
I understand it was removed because of the idea of harvesting bugs was probably too monotonous and tedious, which I have suggestions to fix.
- Spider pets could generate bugs in their cages.
- “Breed” or multiply bugs in your compost heaps (bugs could also increase composting speed).
- Bug net placeable made from silk or a tool used on plants to help catch lots of bugs. (although the placeable just shifts the problem of free resource down a tier in the crafting hierarchy.
Also to incentivize catching higher quality fish you could improve the existing fish recipes, or rebalance the savory and exotic fish (higher tier fish) to produce more oil (reduce crappy fish oil production as an alternative).
Fun gameplay with economic choices involves making hard decisions. With fish it should be between food, ichor, and oil. currently it is only between ichor and oil with the unappetizing fish, because the exotic fish is only efficient for food.
You should make the choice, per fish, exclusive to ichor, oil, or used in food, and make it improve with the tier of the fish. So that incentivizes collecting bugs to collect higher tier fish.
For example.
T1 fish - free in fish trap, 10:1 oil, 10:1 ichor, low grade, bad food
T2 fish - cost “handful of insects” (1 bug: 2 fish) in trap, 5:1 oil, 5:1 ichor, mid grade food when used raw in recipes (no ichor made) low grade otherwise
T3 fish - cost “big grub”(1 grub: 2 fish) in trap, 1:1 oil, 1:1 ichor, high grade food when used raw in recipes (no ichor made) mid grade otherwise