Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Cottage Update
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedCottage Update

 Post Reply Post Reply Page  <12
Author
Darkwords View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 23 May 2011
Status: Offline
Points: 1005
Direct Link To This Post Posted: 22 Dec 2012 at 12:21
I think the devs idea is that cotters are detrimental to large pop players and therefore provide a good trade capability to start up accounts, which I personnaly think is a nice idea.  I hope that they keep it this way.
Back to Top
Turtie View Drop Down
New Poster
New Poster
Avatar

Joined: 25 Dec 2011
Location: United States
Status: Offline
Points: 43
Direct Link To This Post Posted: 23 Dec 2012 at 01:47
It seems the fact that cotters have the capability to hold 100 pieces of whatever they are collecting per 1 cotter while miners/herbalists/skinners can only hold 1 per 1 has been overlooked.

so a cottage, at a simple lvl 1, taking up 1 plot, has the ability to grab 100 units per trip.

Where a lvl 20 miners guild with all extra guild member adding research (44 days worth!) gives you the capability to grab 60 units per trip. . .



If anybody has a gripe, it ought to be against the guilds. . .not the cottages. . .
Back to Top
KillerPoodle View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 23 Feb 2010
Status: Offline
Points: 1853
Direct Link To This Post Posted: 23 Dec 2012 at 04:59
Turtie - having a plot taken up with a low pop building is a bit of a problem.
"This is a bad idea and we shouldn't do it." - endorsement by HM

"a little name-calling is a positive thing." - Rill
Back to Top
tallica View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 27 Jun 2011
Location: Seattle, WA
Status: Offline
Points: 383
Direct Link To This Post Posted: 23 Dec 2012 at 14:27
More cotters per cottage but less carry capacity would be the only solution to this, however i believe that the system is implemented as intended by the dev team. 
Back to Top
Darkwords View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 23 May 2011
Status: Offline
Points: 1005
Direct Link To This Post Posted: 01 Feb 2013 at 09:59
Its not something I support, whilst I understand that players of developed accounts do not like the way cotters and cottages work, I beleive that is the entire point behind why they work that way.

I like the fact that there is an important aspect in this game that benefits small accounts and hinders larger ones, even if I am one of those hindered by it.  (I have lost a total of 59 skinners in the last 48hrs, that will take alot of cotter trips to replace).
Back to Top
Aeristal View Drop Down
New Poster
New Poster
Avatar

Joined: 05 Feb 2013
Status: Offline
Points: 6
Direct Link To This Post Posted: 10 Feb 2013 at 03:00
My thoughts on the concept presented

Cottage LvL 1 100     10     0 25     4p/h  : 1 Cotter supported
Cottage LvL 2 200     20     0 50     8p/h  : 2 Cotter supported : Upkeep begins here and doubles as it grows or some such.
Cottage LvL 3 400     40     0 100   12p/h: 3 Cotter supported
Cottage LvL 4 800     80     0 200   16p/h: 4 Cotter supported
Cottage LvL 5 1600   160   0 400   20p/h: 5 Cotter supported
Cottage LvL 6 3200   320   0 800   24p/h: 6 Cotter supported
Cottage LvL 7 6400   640   0 1600 28p/h: 7 Cotter supported
Cottage LvL 8 12800 1280 0 3200 32p/h: 8 Cotter supported
Cottage LvL 9 25600 2560 0 6400 36p/h: 9 Cotter supported
So on and so forth

Cotter start at a carry capacity of 50 and can only harvest basic resources.
Cotter will have a level two classification that gives them 100 capacity and a horse. Upkeep cost good and food.
In a combined Cotter + Caravan dispatch each will harvest their prospective resources until caravan capacity is full and will travel back and forth at caravan speeds.
Cotters are trained to become Miners, Skinners, and Herbalists. These special units can both harvest basic resources and their specific rare resources at a slower rate than Cotters. (Seeing as how they are also in a position to look out for rare resources) Upkeep cost gold and food.
Each guild will be required to support upgraded cotter units up to their prospective limits + 1 additional cotter per level.

Main map will only show resources as its basic element, Mineral type will have a mineral base picture, armor and weapons would have a battlefield picture, herbs will have a standard herb picture.
Rarer resources are then uncovered by proximity to towns and inter-related allied towns or by 'scouting' the prospective resource with some unit that is capable of appraising the resource, caravans and the like.
Herbs growth should also apply during every spawn time; Herbs are checked against its max number within each square and if it is close to max, it has X% chance of spawning in adjacent squares.
Make it to were two different cities can send caravans and cotters to the same square. Thereby allowing smaller towns to harvest at the same time as big towns.
Make it to where sending troops or camped troops does not automatically attack everything on sight. Make it a setting to allow troops to standby or only attack under certain circumstances.


For bigger accounts/players:
Just make it to were the gold/food cost of maintaining a massive cotter, specialist, and caravan force is so high that the player has to choose between maintaining a military establishment or maintaining a trade hub or some combination of the two based on how many cotter and specialist you choose to maintain.


Edited by Aeristal - 10 Feb 2013 at 06:41
Back to Top
Grainne View Drop Down
Greenhorn
Greenhorn
Avatar

Joined: 23 May 2011
Location: US
Status: Offline
Points: 96
Direct Link To This Post Posted: 10 Feb 2013 at 03:52
I like the way it is now, as it does allow smaller accounts an edge.  It's a good balance and encourages trade.  
Back to Top
Aeristal View Drop Down
New Poster
New Poster
Avatar

Joined: 05 Feb 2013
Status: Offline
Points: 6
Direct Link To This Post Posted: 10 Feb 2013 at 05:09
Originally posted by Grainne Grainne wrote:

I like the way it is now, as it does allow smaller accounts an edge.  It's a good balance and encourages trade.  


Edited previous post to account for smaller accounts.



Edited by Aeristal - 10 Feb 2013 at 05:10
Back to Top
Twist View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 08 Jul 2012
Location: united kingdom
Status: Offline
Points: 140
Direct Link To This Post Posted: 01 Mar 2013 at 22:05
I think current system is more balanced than having level 20 cottages.... established accounts could just clean up on hides, grabbing all they need

the current system is intentionally the way it is, to allow new players to come in, get started and build some cottages easily, allowing them to harvest resources that established players need, therefore giving new players, not only something more to do, but giving them extra income

if an established player can get all the hides, grapes, minerals and herbs they need, then there's less for the new player, and less for them to trade with

having level 20 cottages may seem like it would make the game easier, and it would..... for some, but not for all

bringing in a change like this to benefit established players would only take something away from new players

people suggesting level 20 cottages, imo, are only thinking of their own self-interests, and not those of the whole Illy community
Back to Top
Brandmeister View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
Direct Link To This Post Posted: 02 Mar 2013 at 01:55
I think the game balance of cotters is brilliant. It allows new players to provide something of value in the trade system. Allowing level 20 cottages would make big players completely self sufficient. While that might appeal to the big players (as it does to many in this thread), I think it ultimately just isolates new players even further. People using alts as gatherers are missing the point--cotters encourage trade for basic herbs and minerals. That's how I started in Illy. If I had been stuck just leveling resource plots slowly or begging for basic resources, I would have left this game in the first week or two. I say keep the system exactly as it is, because it's working great!
Back to Top
 Post Reply Post Reply Page  <12
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.