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Author Topic: Controlling inflation  (Read 8723 times)
Malok
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« Reply #30 on: December 01, 2006, 11:46:29 AM »

I also had a small suggestion to make concerning the inflation and making people spend more MD.
I've read several times on the forum that upgrading intelligence and security were a waste of money. And its true that they r of much smaller importance than the defense and attack.
My suggestion would be to give more importance to those 2 features in order to make people want to upgrade them while keeping the game as simple as it is today Smiley

For example, right now the result of an attack on a homestead whose defence is equal to ur attack is random. Why not using the securite and intelligence level to determine the result of the attack then? IF ur intelligence is superior to someone else's security, it could mean that u can attack his homestead without being detected: "by surprise" (sorry if that's franglish) and win... (everybody knows that the surprise effect is important in battle). On the contrary, if his security is superior to ur intelligence, it could mean that he can see u coming and he is expecting u, which would result on him winning n u loosing (again, everybody knows that it's easier to defend than to attack).

Of course if ur security level and ur opponent's intelligence levels r the same, then it would return to random results again.

Furthermore, u can develop this idea about "attacks by surprise" n make it possible for someone with an attack level slightly inferior to his opponent's defense level (-1 or 2) but with a intelligence level much superior to his opponent security level (+2 or 4) to win with a chance of 50%, 25%, 10% etc...
if u can scout someone, there is a good chance that ur intelligence is superior to his security so if his defense is only 1 level above your attack, u might still want to attack and try ur luck... while right now, if u see a superior defense, even of only 1 level, u cant do anything.

Im pretty sure this would make a bunch of the old players start spending money on security and intelligence while making new players upgrade those 2 regularly. So this would not penalize anybody.
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A Guy Named Joe
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« Reply #31 on: December 03, 2006, 12:04:10 AM »

Quote from: "Malok"
I also had a small suggestion to make concerning the inflation and making people spend more MD.
I've read several times on the forum that upgrading intelligence and security were a waste of money. And its true that they r of much smaller importance than the defense and attack.
My suggestion would be to give more importance to those 2 features in order to make people want to upgrade them while keeping the game as simple as it is today Smiley

For example, right now the result of an attack on a homestead whose defence is equal to ur attack is random. Why not using the securite and intelligence level to determine the result of the attack then? IF ur intelligence is superior to someone else's security, it could mean that u can attack his homestead without being detected: "by surprise" (sorry if that's franglish) and win... (everybody knows that the surprise effect is important in battle). On the contrary, if his security is superior to ur intelligence, it could mean that he can see u coming and he is expecting u, which would result on him winning n u loosing (again, everybody knows that it's easier to defend than to attack).

Of course if ur security level and ur opponent's intelligence levels r the same, then it would return to random results again.

Furthermore, u can develop this idea about "attacks by surprise" n make it possible for someone with an attack level slightly inferior to his opponent's defense level (-1 or 2) but with a intelligence level much superior to his opponent security level (+2 or 4) to win with a chance of 50%, 25%, 10% etc...
if u can scout someone, there is a good chance that ur intelligence is superior to his security so if his defense is only 1 level above your attack, u might still want to attack and try ur luck... while right now, if u see a superior defense, even of only 1 level, u cant do anything.

Im pretty sure this would make a bunch of the old players start spending money on security and intelligence while making new players upgrade those 2 regularly. So this would not penalize anybody.


See?  I Love this idea.  It would force people to start balancing your abilities so that other factors are figured into your attacks and your defenses, so I guy with a high attack but a low Intelligence could possilbly LOSE to a guy with high security but who might be weaker in defense.  Balancing them out...now that is a really cool idea.

AGN Joe
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SpiderAGNJoe
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« Reply #32 on: December 03, 2006, 11:00:44 PM »

How about taxing idle members to lower inflation?  I know that this would drastically increase the amount of "congatulations, your attack was successful, but your opponet was broke"'s but it could help.  It would be a somewhat simple way to reduce the md's that are in idle circulation (oxymoron?).
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Happy
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« Reply #33 on: February 25, 2007, 08:32:50 PM »

Quote
If somebody hasn't logged in for 30 days you could make all settlements they have unclaimed.

Maybe release one settlement per day after 30 days, instead of all at once? That way, if they are on vacation or something and do come back, they've only lost a few. Then players with more settlements (and hence more invested in the game/likely to return) would have more time before they lost them all. Also, after 30 days of inactivity, they could lose maybe 1000 MD/week until their broke, but keep all their upgrades, etc.

When the player's balance reaches 0, they get moved to "The Deserted Plains" so that people aren't attacking broke homesteads. Or, better yet, their homestead could simply be labeled "broke, abandoned homestead" so people know not to bother attacking. The broke homesteads would keep all their upgrades, though, in case the player returns.

For players that have used less than X moves (maybe 5000) and haven't paid into the game, their homestead crumbles to dust after being a broke homestead for 2 months. Their login would still work, but IF they play again, they'd start over from the beginning as if it were a new account. For players that have played over 5000 moves or paid at least a dollar into the game, their broke homestead would take 2 years to crumble to dust. For players paying at least X dollars into the game ($20?) or Y moves (100,000?), their broke homestead would never crumble to dust, but might get graffiti spray painted on their walls. The graffiti would cost 500 MD to clean up. Smiley

If a player has been playing less than 1000 moves, after 30 days inactivity, once the homestead goes broke it would crumble in a week.

You could attribute this to "looters" robbing the place, and "disgruntled settlers" casting off their absent leader.

BTW, when you cash out, are you no longer a member of any settlements, or are you just not the governor? Do you convert from governorship to membership, or are you completely out of any settlements you previously controlled? If someone takes your settlement by attacking,  are you still a member?

Quote
The bottom line no matter how complicated anyone wants to make it boils down to supply and demand.

Reduce demand for cash out by keeping people interested longer.
Reduce MD by giving people things to do that don't involve creating MD.
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Happy
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« Reply #34 on: February 25, 2007, 08:42:19 PM »

Oooh, brainstorm! Any player can spray paint any "broke, abandoned homestead", for 100 MD, in choice of color, maybe with the option of spraying their alliances' name and/or game name, and any player can clean up the spray paint for 500 MD, another 100 MD to put their own tag on it.

You wouldn't be able to tag active players sites, although if a player who became active again didn't clean it up it would still be there.

It would give people something fun to do with otherwise useless homesteads, and a way to spend more MD, and another way to compete!
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