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Andrew
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 7:12 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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One system I wanted to add in which may counteract the lower amount of crystals from conquers is to automate the release of garrisons like we do wreckage/UFOs. Have 3 random variables(INITIAL CONCEPT, THE BELOW VALUES ARE JUST EXAMPLES, FINAL VALUES WOULD BE BALANCED OUT LATER):
1) How often they spawn: Every 25-50 ticks 2) How many units do they contain: 50-500 3) How many crystals they contain: This would have to scale based on the amount of units on the garrison so the formula would be something like: Soldier count * (0.05 - 0.10) so it would contain anywhere from 5 to 10% of the amount of soldiers on the target.
I'd like for the values to be world specific(If no value set then take global standards) so we can do specific scenarios in worlds and increase/decrease garrirons.
I'm also thinking of a minor bump for crystals from 0.4 to 0.5 metal/oil per tick; Also from +0.04 to +0.05 added to worker growth. That works out to a 25% increase for metal/oil/workers from crystals.
-Andrew
_________________ Ex-
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killingcarl
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 7:52 pm |
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Joined: Sun Aug 07, 2011 9:28 pm Posts: 23 Location: Dont look behind ;) Gender: male
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Andrew don't hurt yourself too much lol Quote: I'm also thinking of a minor bump for crystals from 0.4 to 0.5 metal/oil per tick; Also from +0.04 to +0.05 added to worker growth. That works out to a 25% increase for metal/oil/workers from crystals.
-Andrew[/color]
_________________ Names: Carl of Liverpool, Terminator, Ownage Highest rank:#1 Highest Alliance rank:#1 Most crystals:310 (gotta b greedy lol) Most score: 7000ish Most income:1200 metal/1000 oil (200+ conquers)
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Andrew
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 9:15 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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killingcarl wrote: Andrew don't hurt yourself too much lol Quote: I'm also thinking of a minor bump for crystals from 0.4 to 0.5 metal/oil per tick; Also from +0.04 to +0.05 added to worker growth. That works out to a 25% increase for metal/oil/workers from crystals.
-Andrew[/color] lol what do you mean?
-Andrew
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edwin737
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 9:18 pm |
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Joined: Mon Jun 01, 2009 5:33 pm Posts: 735 Location: fantasy Gender: male
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Andrew wrote: One system I wanted to add in which may counteract the lower amount of crystals from conquers is to automate the release of garrisons like we do wreckage/UFOs. Have 3 random variables(INITIAL CONCEPT, THE BELOW VALUES ARE JUST EXAMPLES, FINAL VALUES WOULD BE BALANCED OUT LATER):
1) How often they spawn: Every 25-50 ticks 2) How many units do they contain: 50-500 3) How many crystals they contain: This would have to scale based on the amount of units on the garrison so the formula would be something like: Soldier count * (0.05 - 0.10) so it would contain anywhere from 5 to 10% of the amount of soldiers on the target.
I'd like for the values to be world specific(If no value set then take global standards) so we can do specific scenarios in worlds and increase/decrease garrirons.
I'm also thinking of a minor bump for crystals from 0.4 to 0.5 metal/oil per tick; Also from +0.04 to +0.05 added to worker growth. That works out to a 25% increase for metal/oil/workers from crystals.
-Andrew Seth is doing the garrisons seniority on E3 and i will have to say its loads of fun must have good teamwork
_________________ -AP- GS FMJ oVo GS BFPT HAHA
Skype name edwin7744
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shelton9778
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 11:06 pm |
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Joined: Wed Apr 20, 2011 2:42 pm Posts: 1129 Location: Ocala Gender: male
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Andrew wrote: One system I wanted to add in which may counteract the lower amount of crystals from conquers is to automate the release of garrisons like we do wreckage/UFOs. Have 3 random variables(INITIAL CONCEPT, THE BELOW VALUES ARE JUST EXAMPLES, FINAL VALUES WOULD BE BALANCED OUT LATER):
1) How often they spawn: Every 25-50 ticks 2) How many units do they contain: 50-500 3) How many crystals they contain: This would have to scale based on the amount of units on the garrison so the formula would be something like: Soldier count * (0.05 - 0.10) so it would contain anywhere from 5 to 10% of the amount of soldiers on the target.
I'd like for the values to be world specific(If no value set then take global standards) so we can do specific scenarios in worlds and increase/decrease garrirons.
I'm also thinking of a minor bump for crystals from 0.4 to 0.5 metal/oil per tick; Also from +0.04 to +0.05 added to worker growth. That works out to a 25% increase for metal/oil/workers from crystals.
-Andrew I would love to see this in a world but would we know before hand and would worlds have to stop for this to happen.
_________________ You Will Never forget Me I am The Light and The Dark.
IGN Fallen Angel, Mr. Leader, Vincent Skype: fallen_angel0825
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Ferr3t
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 11:10 pm |
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Joined: Wed Jul 28, 2010 5:38 am Posts: 2968 Location: Broome, Western Australia Gender: male
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Andrew wrote: One system I wanted to add in which may counteract the lower amount of crystals from conquers is to automate the release of garrisons like we do wreckage/UFOs. Have 3 random variables(INITIAL CONCEPT, THE BELOW VALUES ARE JUST EXAMPLES, FINAL VALUES WOULD BE BALANCED OUT LATER):
1) How often they spawn: Every 25-50 ticks 2) How many units do they contain: 50-500 3) How many crystals they contain: This would have to scale based on the amount of units on the garrison so the formula would be something like: Soldier count * (0.05 - 0.10) so it would contain anywhere from 5 to 10% of the amount of soldiers on the target.
I'd like for the values to be world specific(If no value set then take global standards) so we can do specific scenarios in worlds and increase/decrease garrirons.
I'm also thinking of a minor bump for crystals from 0.4 to 0.5 metal/oil per tick; Also from +0.04 to +0.05 added to worker growth. That works out to a 25% increase for metal/oil/workers from crystals.
-Andrew I REALLY like this idea, especially the garrisons. It will encourage teamwork, spice up the game, keep things interesting and make sure that there is always something to do - great idea, LOVE IT!
_________________ Retired Head Mod
Most Crystals: 121 Highest Power: 212
Sensual bath time feat. Ferr3t
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shelton9778
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 11:12 pm |
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Joined: Wed Apr 20, 2011 2:42 pm Posts: 1129 Location: Ocala Gender: male
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But over all how would there be a way of crystals what would 50 units give 1 crystal if so would it be 1 crystal for every 50 units i am unsure how it would work.
_________________ You Will Never forget Me I am The Light and The Dark.
IGN Fallen Angel, Mr. Leader, Vincent Skype: fallen_angel0825
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Andrew
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 11:19 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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shelton9778 wrote: But over all how would there be a way of crystals what would 50 units give 1 crystal if so would it be 1 crystal for every 50 units i am unsure how it would work. It would be a percentage between say 5 and 10%
So if there is an army worth 100 soldiers on a garrison it would be anywhere between 5-10 crystals.
-Andrew
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shelton9778
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 11:20 pm |
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Joined: Wed Apr 20, 2011 2:42 pm Posts: 1129 Location: Ocala Gender: male
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mfreak
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Post subject: Re: Upcoming updates Posted: Fri Sep 30, 2011 11:52 pm |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Quote: I REALLY like this idea, especially the garrisons. It will encourage teamwork, spice up the game, keep things interesting and make sure that there is always something to do - great idea, LOVE IT! I like the garrisons idea too. So long as, power, crystals and rank are NOT easy to get and people have to work for them. Especially as a team.
_________________ Deadman - SYN ----------------
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