View Full Version : New Ideas


RubberChicken
01-14-2006, 02:57 AM
Hey guys i got a few ideas,
being able to sell oil fields etc. and being able to buy upgradeble self defence systems for your cities, auto turrets or sumthing.


RubberChicken

birq
01-14-2006, 03:26 AM
Hey guys i got a few ideas,
being able to sell oil fields etc. and being able to buy upgradeble self defence systems for your cities, auto turrets or sumthing.


RubberChicken

We have discussed getting rid of unwanted resources, but not really selling them. It's an interesting idea, though.

As for city defense, we have talked about giving troops in a city an advantage over attacking troops and the ability for troops to gain experience.

Eric the Loser
01-14-2006, 05:29 AM
Troop experience sounds interesting.

Norgus
01-14-2006, 01:41 PM
Troop experience sounds interesting, but when you alanyse it, I'm not sure how do-able it is.

If each troops in each army had individual experience, I'm willing to bet that would be a huge processor load to work out.

BUT if a army gained experience as a whole you could have unrealistic scenarios where an experienced army of say 2000 troops giot killed down to 50 troops and then the user bougjht another few thousand to top the army up then an army that should be mostly rookies would all have experience as if they were the experienced 50. (catch my drift?)

Furthermore if they do implement army splitting then you could split an experienced army into several armys and just buy more troops for each to have hoards of experienced armys and troops.

Can anyone see a workable way of doing experience?

p0wderfinger
01-14-2006, 02:11 PM
Doesn't really make sense to get rid of resources. By not allowing a resource to gain all it's value, you're basically wasting the 50geos you spend building it, and then you'd have to pay another 50 geos to build another one which wouldn't necessarily make up for the lost geos you just wasted.

birq
01-14-2006, 04:24 PM
Doesn't really make sense to get rid of resources. By not allowing a resource to gain all it's value, you're basically wasting the 50geos you spend building it, and then you'd have to pay another 50 geos to build another one which wouldn't necessarily make up for the lost geos you just wasted.

When your cotton area is almost full and you put one in the last spot that produces 10 pounds a day, belive me, you'll be looking for that 'undo' button ;)

The idea is that you only have a limited amount of space, and for the longer-running resources, it can get tight after a while. You either didn't place them the right way to maximize the space or you end up with a bunch that only produce a few pounds a day. It would be nice to be able to abandon the dogs and have a shot at a better one.

Anyway, I don't know if it ever ended up on the to-do list or not.

iricigor
01-14-2006, 05:03 PM
Can anyone see a workable way of doing experience?

Army that wins battle should gain experience points in value of about 20% of killed troops. Percent is for discussion. And every troop that dies takes away proportional part of experience. When you add new troops, you just add 1 point of experience per troop.

Example:
You have new army with 1000 troops and 1000 points of experience.
You attack and kill army of 500 troops and 500 points of experience.
Winning army gets 100 point of experience (20%). Total 1100 points.
But, in that battle, you lost 400 troops (40%), so you'll lose 40% of experience - 440 points. You'll have 600 troops with 660 point of experience.
And then if you buy additional 500 troops, you'll have army with 1100 troops and 1160 points of experience.
When fighting you should calculate experience points, but your army upkeep costs should be calculated per exact number of troops.

dillbilly
01-14-2006, 06:23 PM
Check this post http://www.gewar.net/forums/showthread.php?t=542

p0wderfinger
01-14-2006, 06:40 PM
When your cotton area is almost full and you put one in the last spot that produces 10 pounds a day, belive me, you'll be looking for that 'undo' button ;)

The idea is that you only have a limited amount of space, and for the longer-running resources, it can get tight after a while. You either didn't place them the right way to maximize the space or you end up with a bunch that only produce a few pounds a day. It would be nice to be able to abandon the dogs and have a shot at a better one.

Anyway, I don't know if it ever ended up on the to-do list or not.

The ones that produce only a small amount per day usually last longer too.

p0wderfinger
01-14-2006, 06:41 PM
Army that wins battle should gain experience points in value of about 20% of killed troops. Percent is for discussion. And every troop that dies takes away proportional part of experience. When you add new troops, you just add 1 point of experience per troop.

Example:
You have new army with 1000 troops and 1000 points of experience.
You attack and kill army of 500 troops and 500 points of experience.
Winning army gets 100 point of experience (20%). Total 1100 points.
But, in that battle, you lost 400 troops (40%), so you'll lose 40% of experience - 440 points. You'll have 600 troops with 660 point of experience.
And then if you buy additional 500 troops, you'll have army with 1100 troops and 1160 points of experience.
When fighting you should calculate experience points, but your army upkeep costs should be calculated per exact number of troops.

Why would you lose experience from losing? Crap, did Luke implement memory-wipe ray guns already?

iricigor
01-14-2006, 06:44 PM
Check this post http://www.gewar.net/forums/showthread.php?t=542
That really hurts. Reading all of that.
But as much I as understood, my suggestion is almost the same. But as I see it, this is easier to explain and easier to implement. I mean with less coding. That's since this has no totaly new features like equipment or training.

iricigor
01-14-2006, 06:52 PM
Why would you lose experience from losing? Crap, did Luke implement memory-wipe ray guns already?
In my idea experience is per army feature. One attack consists of one or more army on army battles. So if you lose army, there's nothing to have experience.