- Reason
- I liked the basic concept of the guild perks feature, but the costs were out of proportion to the benefits
- Details
-
- the guild HQ has different "buildings" - each focused on different bonuses (stables for recruitment time, treassury for coin/supply boost, training hall for attack/defense boost... - number of buildings, and effects up to devs)
- each player can each day invest up to X "build points" into those buildings - build points costing certain resources - alternatively costs could grow exponentially instead of a hard cap of X
- each building has multiple levels and every level needs more build points to build than the one before
- every week (or month) all buildings lose a level (maintenance is needed) - this timing would ideally be dynamically dependent on the time of reaching the current level of the respective building (every level up resets the timing) - alternatively, it could be a hard timing like "every monday" or "every first of the month" or the like.
that way the guild may decide if they want to focus on a certain boost or if they want to spread out their investment
- Balance
-
up to the devs
bigger guilds will have an advantage over smaller guilds - the difference is kept from going out of proportion by the ever increasing costs per building level
- Abuse Prevention
- when properly implemented there should be no abuse possible
- Summary
- improved (?) version of the guild perks
- Have you looked to see if this has already been suggested?
- yes
...