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Author Topic: potential game additions  (Read 953 times)
Thralen
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« on: November 11, 2006, 02:38:29 AM »

Hi...
   I had a few thoughts regarding possible game additions:

1. An option to do more intesive mining, costing either MD or moves but increasing the potential for a motherlode (possibly raising cap on motherlodes also)

2. An option to attempt to restore 'ruins', changing them to a viable settlement (of course causing an existing non-claimed settlement to become ruins in the process). This one would require some careful balancing, elsewise all settlements will end up in the central areas with the homesteads. Possibly it only functions if there is an unclaimed settlement in the quadrant you are in, definitely should not 'ruin' settlements from other quadrants. Should have a very intensive cost in MD and/or movement.

Also a note, just wanted to let you know I very much enjoy the game as it is. These are just some thoughts I had that might enhance the enjoyment for others as well...

Thralen
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CSStriker
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« Reply #1 on: November 11, 2006, 09:52:50 AM »

hmm...

well, as for number one, I don't know about that one...I wonder if implemented if it would be made worth it to do that...I think the mining is fine as it is...but maybe you could do that "intense mining" thing when you are over 20000 MD so you won't ever get an erupted volcano on you...

And as for the second one, at first, I liked it..but then I thought about it, haha

It seemed like it would work, but then I thought about how the purpose of the free settlements is mainly for the new guys to be able to find them and get them as soon as they can...
If the big guys (the ones that buy a lot of moves and are always out and about) are able to change ruins to settlemets, then they will have a bigger advantage over the new guys since they would probably have more moves than them...so they would find more settlements and ruins to change to settlements, possibly taking away from a settlement closeby to a new guy

-Cryss
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Thralen
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« Reply #2 on: November 11, 2006, 03:52:45 PM »

Well, regarding both suggestions I made. They are just that, suggestions, feel free to fold, spindle and mutilate them as you like if you want to use a portion of them. Possible balancing acts for the second could be as follows:

As newer folks are less likely to be wandering everywhere on the board, perhaps ensure that the person doing the restoration of the ruins does not go more than 25 moves away from the restored settlement during that day's turn or it reverts, the restoration taking constant tending. Allow it to only occur in the first 50 moves of the person's daily moves and costs a percentage of their total daily moves (something I think might be more appealing to a newer player while less so to those that have been around a while). I had actually been thinking of it as a way for some players that don't have settlements at all to be able to obtain one or two and less of something the more experienced players would be interested in.  

In regards to the first, that might be a good idea to tie it into eruptions. In addition since scouting and security are frequently ignored in the rush for defense and attack this would be a potential use to make those two more desirable. Scouting score giving you a chance to evade eruption entirely and security score a chance to minimize the damages, both of these only when used with intensive mining.

Just another two cents worth here...
Thralen
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« Reply #3 on: February 24, 2010, 10:37:43 PM »

I like the core of both of these ideas.  As far as the intensive mining, I would suggest that it be changed so that for a fixed price, you can increase the number of minerals found during the mining action.  For the settlement idea I would say that it should be restricted to only the outer regions and it would be very pricey, on the order of 250K to 500K per ruin.
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