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Topic ClosedBuild rates, town classes, gold tax, contract...

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Lionz Heartz View Drop Down
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Direct Link To This Post Posted: 01 Mar 2011 at 23:55
Originally posted by Attila the Hun Attila the Hun wrote:

A's been done
C you can do that in theory


I feel A should have faster build rates and a lower resource cost than what the game currently has right now. Starting a town at 100 resource an hour will make the game better for the newer player and returning player.

C Should be a default feature much like the alliance tax feature is right now in game.
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Direct Link To This Post Posted: 01 Mar 2011 at 23:48
A's been done
C you can do that in theory
It's just a game. :)
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Direct Link To This Post Posted: 01 Mar 2011 at 23:25
Summary of features
A - Faster build rates and cheaper cost for resources to make lvl 10 buildings and lower.
B - Town classes
C - Gold tax
D - Contract

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A - Faster build rates and cheaper cost for resources to make lvl 10 buildings and lower.

It takes players a long time to build their towns. When they all get destroyed, the time it takes to rebuild the towns discourages these players to come back.

What this game needs is a more friendly build rate for new players and players that had their towns destroyed.

To be honest, a player is unable to do anything until they have reached the 1000 pop range for a town. A player reaches full military power once they reach 6000 pop for a town. I would like newer players and players coming back to the game a chance to be able to do something fun without having to wait. A player however, can speed level buildings by joining an alliance and using prestige, but most alliances do not offer that service.

I know recently the devs have taken the path to make building rates more friendly to the new comer.

It would be nice if players could start at a 100 resource rate per hour instead of what they start with now. So, this would mean that resources would start at a high rate with a lvl 1 resource building and overtime it will become normal once it reaches the lvl 11 building.

The faster this game is able to get the new player to try all the fun features, the best chance this game has in becoming bigger and more diverse than it is now.

B - Town classes

There needs to be a tree diagram that shows the proper steps for a player to specialize as a certain town type. I know in WoW they have such trees for players to look at so they know how to do just that.

The same should be done in this game. However, there are not many options for a player to choose from to specialize in. Either you are a trade model or a military model.

This game needs classes that will force players to choose a desired tree to follow and become a class. Once a player chooses a certain class, they lock out certain buildings and are able to unlock other buildings that fits their class town build.

Here are some class ideas:

Farmer
Trader
Soldier
Politician
Citizen
Fisherman
Weaponsmith/Armorsmith

Just looking at these names a player should have a good idea as to which building would be locked or unlocked. For instance, only the leader of an alliance will be allowed to use the politician building. This building will give that player special bonuses over everyone else in the alliance and in a sense will allow the leader a way to push their will onto players.

C - Gold tax

An alliance should be able to force other alliances and a player to pay them a tax every week much like members of an alliance does. This can be a way to prevent other players sieging a town and punish a player by means of a gold tax.

D - Contract

I feel this game should also have default features for alliances and players to use in terms of negotiating a peace contract.

Basically, these features can be sent to another player to agree with for a certain time frame. If they break the contract, certain penalties will happen to that player or alliance.

-Lose control of one or all of their towns for a certain timeframe
-Unable to produce military troops for a certain time frame
-Taxed heavily
-Give up town completely to another player without a siege
-Forced to move all towns to a location chosen by the other party

A player breaks this contract and the other party gets to pick one of these options as punishement. Both parties needs to agree in the beginning as to what punishments should be agreed to.

There also needs to be punishment placed on alliances or players that break the contract after it has been agreed to. Even if the other party was not at fault and they decided to attack the player anyway. I feel if an alliance or player does this they will also be penalized also by the same features the guilty party agreed to.

Example:

Guilty party forced to agree to peace contract or begs for a contract to avoid getting sieged.

The other party agrees to the guilty parties punishment in the contract. However, after they agree, they decide to attack the player anyway. If this happens this party will get penalized. Whatever feature the guilty party agreed to, the other party would also has to agree to a punishment in the contract if they break it also. Perhaps, the alliance as a whole will not be able to make as much food as before or any other resource. Perhaps, the party will also be unable to attack this player or alliance in a determined timeframe.

I will add more to this topic each day...

Here are some other parts of the game I feel needs improvement:
-Siege
I think it is pretty easy to use the siege component in this game. I feel there needs to be steps in place before anyone can use the siege option. There needs to be some romance involved before anyone can use this option. Not allowing the siege option to be used at will, should encourage more attacks on towns and a more fun pvp style. I think there also should be a limit as to how many siege engines can be used and I can go as far as saying only one town can have this option, while the other towns will have the siege option disabled.
-Town defense
Because of the way siege is used in this game and how many players in this game like to gang up on one or a few players, there needs to be a way for the smaller group to defend against such high odds.
-More strategy options in attack and defense
There are research options in place to have armies defend as a square or against a charge... I feel this game should make players on attack and defense to choose one strategy to use for an attack or defend. It will be much like the rock, paper, scissors game. You pick the wrong strategy to defend or attack, there will be a big penalty or big bonus for the other player.

I hope to have some ideas on these soon.

Edited by Lionz Heartz - 02 Mar 2011 at 01:14
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