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Discussion Improving FoE: Tech.Tree, GvG/GBG system + more profits for Innogames.

Dessire

Regent
This post is to show Innogames that there are ways to improve the game for everyone + there are ways to earn $ without creating events.

The main Focus in this post will be the Tech. Tree and a new way of GvG/GBG which deletes the possibility to cheat + gives more value to all players in a guild + makes more value have a lot of members in a guild + allows any player participate in that system at different hours + finally give to players a very good reason to put normal buildings of an age.

The first topic I want to explain/talk about is thec. tree and how each new age a player reach can be a reason to be happy about, specially for the new normal buildings of an age.
If this idea can be a thing, it could be a good idea apply it first in iron age.

So, what is this idea?

Imagine you are a new player and you have unlocked all bronze age techs. What you should see is a unic path at the end of bronze age divided in 3 paths.
At the begining of each path, you should see an ? icon and by tapping/placing the mouse over it, it shows you, in short, the beneffits of the path in front of it.
You can only pick one path and in order to pick one, you must unlock the first technology of a path.

Each path represents one civilization from iron age (there are a lot, Innogames should decide which, but as examples, they could be Rome, Egypt and Celts.
"Wait a minute, that would be create different buildings from all those 3 paths, including different technolies, right?"
The answer: Yes and No.
There were civilizations which shared some military technologies + some tech.s in the tech tree could have the same name and icon if those civilizations were able to discover those techs. + There could be only 2 military buildings for each path. what? 2? yes, 2! and I will explain that later. do not lose your patience.

By picking a path, you can earn certain benefits, some of them can only be applied to the new GvG/GBG system that I will explain later too.
As you know, in FoE, there are: Residential buildings, supplies buildings, goods buildings, military buildings, 1x1 roads, 2x2, roads, decorations and cultural buildings; a total of 8 differents types of normal buildings per age/era. (7 before modern age).

In Iron age, by having atleast 1 normal residential building + 1 supply building + 1 good building + 1 military building + 1 1x1 road + 1 decoration + 1 cultural building (of your path, obviously, you can't have buildings from another path of that age) you earn certain bonuses, each one with a value of 0,7%, and if you put any premium building, up to 2 units of differents types of premium building (for example, cultural builing + a house), that value increases up to 1,1% with a value of 0,2% per premium building.
put more than 1 copy of any type of building do not increase that bonus. With this, there is a reason to put in our cities atleast 1 copy of each type of buildings and 2 premium buildings.

Also, by unlocking all the techs. of your path, you earn a permanent 1% of those bonuses.
The % increases by 0,1% for each age, so, if you are in age number 10, each building should provide you 1% and 2% for premium buildings. giving you a total of 12% of the bonus of your path and the permanent bonus of your age should be 10%, so a total of 22%.

"Hey! but what type of bonuses?! why 3 paths?"

About why 3 paths: The idea is make FoE a game where there could be 3 types of players. Warriors, producers and supporters/utility players, and make each one of them very important to have in a guild to win in the new GvG/GBG system that I will explain soon.

Before explaining that system, I must say that the idea is: if you pick path 1, the next age you can only pick path 1 or path 2. if you pick path 2 you can pick in the next age path 1, 2 and 3, and if you pick path 3, the next age you can pick path 2 or 3. Also, if you are in Age 10 and in your city you have normal buildings of age 7, your % of bonuses will be from age 7 until you delete one to put a building of another age. having a residential building of age 2 and one of age 3, only actives the bonus % of the age 3 residential building.

Now, the system, and I must explain this system in order to tell you the bonuses, but rather than explain you the whole syste, I need you to read the next wiki, you can read it in less than 6 minutes:

If a mod. deletes the link, I will edit this post and upload screenshots. Please, do not keep reading if you have not read the wiki in the link above.

In that game, Guilds (called empires) have a "city" and that city can have up to 9 buildings, each one gives certain bonuses and each one can be permanently leveled up with the help of guild memebrs by spending resources, in FoE, could be Forge Points, medals and goods.

Each uild can fight against other guild up to 4 times per day. 2AM, 8AM, 2PM, and 8PM. Each war lasts 2 hours or until a guild defeats it's opponent.
The enemy guild is randomly decided by your guild rank/points.

Members can defend any building but only 1 building per war and at no war hours, members can pick which building they will defend.

During a war, you, as a player, can tap/click on an enemy guild building to see the enemy guild members inside of it (defending it) and decide which one you want to attack. Each attack costs 1 token, with 10 tokens at the begining of the war and a new token being regenerated every 10 minutes. You should be able to see the total attack and defense bonuses of any enemy before an attack,

If you attack a player and you defeat his/her army, 1 of 5 health points of that enemy player should be removed from his/her health life. That enemy army must be selected by that player as you must do to participate in the PvP Tower. The enemies armies attack and defense bonuses are their Blue attack and defense bonuses and if a player attacks you in the building that you are defending, the bonuses that enemy will see in your army will be the blue swords and shield.

If you can't defeat the whole army of an enemy, the life of each enemy unit do not regenerate, this mean you do not need to have a lot of damage to eliminate 1 health point of the 5 health points of an enemy.

When you defeat a player, you can attack him/her again up to 5 times to "kill" him/her. If you are killed, you can still fight, but you can't defend your building anymore.
When all enemies (or almost all enemies?) are dead, inside of a building, you or any other guild member of your guild, can attack the buiding. The building health could be a bar divided in 3 or 5 parts and it could be required 3 successfull attacks in order to destroy it.

The attack and defense % of the army you must defeat to damage an enemy building could be the total blue bonuses of all players who were defending the building, divded by the number of players who were inside. so, for example, if inside of a building are 10 players and 9 of them have 0% of blue bonuses and 1 has 1000% of attacking and defensive defense bonus, the enemies you should defeat to deal damage to that building should be 100%. That, or leveling up the building should not only grant extra bonuses to your guild and guild members inside but also granting more attack and defense of the armies you must defeat.

If you are killed, by another player of by attacking a player more powerful than you (losing all your army) you can't keep fighting until you spend certain resources of your inventory (or 1 token) to resurrect. Resurrecting does not allows you defend again a building of your guild.

You can also negotiate to defeat an oponent. The cost of goods per square in a negotiation should be the equivalent to the cost of negotiate in guild expedition 5.
This means, for example:
- Guild expedition lvl 5, encounter 65 costs you 30 goods per square. if you fight, the enemies have 450% of defendes and attack. If an enemy inside of building has an average of 450% defensive status, the cost to negotiate to eliminate 1 life point from that enemy will be 30 goods per square during the negotiaton.
- Encounter 80 costs you 74 goods per square, enemies in thatencounter has 1900% of attack and defense. If an enemy has an average of 1900% of blue bonuses, the cost for you to eliminate 1 life point from that enemy will be 74 goods per square.

If you fail the negotiation, you can spend diamonds to 1 extra turn or just lose, if you lose, the next try will still cost you 74 goods.

Each time you attack or negotiate, does not matter if you fail, you should earn a reward. Obviously the reward should be better if you have success in your attack or negotiation and obviously should be better if the leauge of your guild is high.

When a war ends, players can get extra rewards if their guild wins.
When a war ends, players can get another extra reward for the next achievements:
- The player who killed the most enemies
- The player who dealt most damage to enemy guild buildings
- The player who resisted the highest number of enemy attacks
- The player who did the highest number of negotiations
- The player who spent the highest number of tokens in first place
- The player who resurrected the highest number of allies (explained later in the explanation of bonuses).
- the MvP, with the best extra reward.

A player could qualify for more than 1 extra reward but what sould be correct is earn the MvP + the highest number of any of the categories explained above. This means:
If player A killed 15 enemies and dealt 10 damage to buildings and Player B killed 15 enemies but only did 8 points of damage to buildings, then player A should earn the category of player who killed the most number of enemies and B the one who did more damage to buildings. If player B killed 16 enemies, that player earns the first category.

Now, about bonuses.
Lets suppose there are 20 ages and a player has picked 10 times path A, 7 times path B and 3 times path C. That player should have a permanent bonus of 10% for bonuses of path A, 7% for bonuses of path B and 3% for bonuses of path 3. Also, because that player has selected in age 20 path 3, if that player put in his/her city up to 10 normal buildings of his/her age, including the 2 premium ones, the total bonus of path 3 should be 0,1% (base bonus) x 20 (the age) x the number of normal buildings (8, excluding the premium buildings) + 0,2% (base bonus for premium building) x 20 x 2, giving him/her a total of 29% of bonuses for path C. For a total of 29%+3%(permanent one) for Path C.

If a player in the same age, the number 20, has only selected path A, then the total should be a permanent bonus of 20% for each age + 24% for the normal buildings (including 2 premium buildings). A totalof 44% of bonuses for path A.

If a player want to change of path of a certain age, he/she can do it but only after unlock all the techs. of that age and by spending diamonds. After unlock all the techs. of an age, 3 buttons appears at the end of that age in the tech. tree. 1 button illuminated, the other 2 in gray. tap/click on a gray button to see a confirmation window to spend diamonds to change your path to the new one you have selected. The cost for change of path could be, for example, 25 in iron age and increase by , what, 5 diamonds? per age? and you can change of path of an age in any moment and no, it is not necessary for the game return you your FPs and goods spent to unlock a path, it could be automatically solve by just allowing players change their paths as if the cost of do it were already spent, because those players already spent the necessary amount to investigate the whole age they researched.

If you change of path in your actual age and you have normal buildings of that age in your city, we can have 2 options, all building can be automatically replaced by the ones you have in your city if they have the same size, or, the resources and return to your inventory, including diamonds if you have premium buildings, and you put the new ones.

If you are in path A and want to change the path of your previous age to 3 for example, an option would be to allow that or make players change previous paths to make everything coherent to the rule of "if you pick path B, you can pick in the next age path A, B or C, but if you are in path C, you can´t pick path A, only B or C again).

Explaining more the bonuses:
As I said before, there could be 3 paths: warrior, producer, utility, each path will be explaining now using a player in age 10.

Warrior Path:
-increase a % your total damage. In age 10, if you always have selected the path of warrior, you have a permament bonus of 10% for that path and if you have all type of normal buildings (1 copy of each one) and 2 premium buildings, you have an extra of 14% (total or 24%). if you havate a total damage and defense red boost of 1000% excluding GBs, increase that total up to 1240%.
  • all buildings which gives you military units, including alcatraz, produce 24% extra of units. The knight pavillion then should still produce 2. Also, has a decrease time of 2.2 hours in the production. Includes alcatraz.

  • In the new mode I shared you above, whenever you destroy all units of an enemy player, 12% chance to earn an extra token (to attack more buildings or other enemies). (half of 24%).

  • in that same mode, 2.4% chance (10% of 24%) to increase your red attack by 24% whenever you spend a token, the chance is doubled if this skill is not activated, the next turn should be 4.8% and is doubled again until the skill is activated (2.4, 4.8, 9.6, 19.2% etc).

  • whenever you atack an enemy building 4.8% chance (20% of 24%) to deal 1 point of damage to the military units of all enemy players inside of a random adyacent enemy building. This skill can be used only 1 time every 10 tokens whenever it activates.
-If an enemy kills your army in your defending building, 24% chance to damage his army by 2 points to half of his/her defensive army. (remeber, military units have 10 points of life). This makes enemy players think more about if is or not a good idea to attack and defeat you in a certain moment or not, like at the begining of a war or almost at the end and if they are still alive inside of the buildings they are defending. The life points are reduced from the first available battle of the 5 battles to defeat an enemy player.

Production Path:
  • In the same case, 24% of extra FPs from all buildings, excluding GBs. 24% of extra goods from all your buildings, excluding GBs and guild goods.

  • 24% of your total attack and defensive blueboost is added to your defensive army in war, it inclues GBs (as an option). So if your total blue boost is 1500%, the new total should be 1860%

  • in the new war mode explained above:
Instead of attack an enemy, you can negotiate to defeat him/her.
  • Whenever you complete a negotiation, 24% chance to have 24% of your goods refunded.
-if you negotiate: 2.4% chance to have 1 extra turn for your next try if you fail a negotiation. The chance is doubled after each fail until it activates. If it activates, 24% chance to have that extra turn in your next negotiation too.

  • whenever you negotiate to deal damage to an enemy building, 4.8% chance to give to your guild members 50 goods of their actual and previous age if they attack adyacent buildings and if they succeed in that attack. Unlimited times for they until those buildings are destroyed.

  • if an enemy kills you: 24% chance to steal him/her 50 random goods of its age and previous age + reduce the number of turns of a random enemy player by 1 in his/her next try of negotiation during this war. (So if an enemy kills you, and another member of his/her guilds try to negotiate and has this punshiment, instead of, for example, 3 turns, that player will have 2 turns, but only for 1 try).

  • if you are killed: the total amount of goods to resurrect is decreased by 24%. Resurrect does not means you can defend again, it means you can still attacking. (or have the token you spent to resurrect back to you).

Utility path: In the same case:
  • all your guild goods produced by all buildings are increased by 24% (or 12%).

  • whenever you donate goods to your guild to improve the level of guild buildings, (your own donation), 12% to double that donation.

  • during a war, your regeneration of tokens is 24% faster. (this means, instead of 10 minutes, 148 seconds are reduced).

  • when an ally is killed, you can spend one token to resurrect him/her for free, 24% chance to have that token returned to you and 1 extra token for that resurrected player.

  • increase the total defense of players inside of the building where you are defending by 240% and 120% for all players inside of adyacent buildings. If another player has the same effect, it stacks. ( So if an ally inside of a bulding has 1000% blue boost, the new total should be 1240% ). This effect ends if you are killed. 24% chance to have it again if you resurrect. If this is activated, it can not be activated again during this war. (making those players a must to kill first!!).

  • Whenever you attack or negotiate. 4.8% chance to receive double of rewards if you have success. The chance is doubled until this skill is activated. If it is activated, all players from the building you are defending and adyacent bulldings (in a cross form) earn 1 double reward the next time they get one and 1 extra token!!

  • whenver you spend a token: 12% chance to earn 1. 6% chance to earn 2. 3% chance to earn 3!!

  • if you are killed, 24% chance to destroy 1 token from that player who killed you. 12% chance to destroy 2. 6% chance to steal 2 from that enemy and have those 2 for you. (are you serious about kill this player?!?!).

  • for each bulding destroyed by your guild: 2.4 tokens granted to all members, 12 double rewards for all members (if they fail an attack,it would left 11 tries of 12 to get double reward), red and blue boost of all players are increased by 120% for 6 tokens and 6 enemy attacks (6 is 25% of 24). So if an enemy attacks you 6 times, blue boost with 120% dissappears, but the red one with 120% still available until you spend 6 tokens in attacks).

  • But if another player has this same skill in the guild, only the % is stacked but not the number of tries. The number of tries is the highest one. If Player A has 24% boost of path C, the boost of red and blue bonuses are 120% (half of 24% x 10) and the number of tries is 6; and if player B has 12% of path C, then the total damage would be 180% (120% + half of 12% of player B x 10), but the number of tries is still 6.

  • This skill is activated whenever a bulding is destroyed and the % of extra attack is doubled with 2 enemy buildings destroyed (360%), is tripled with 3 (if a player never use his/her tries until 8 of 9 buildings are destroyed, that player would have an extra of 840% of red boost and blue boost dissapears after 6 enemy attacks).
  • With a total of 8 times the bonus with 8 buildings destroyed (if only Player A exists, then x 8 buildings would be 840% for 6 turns). This extra boost does not count for negotiations if an enemy player tries to negotiate in any of your guild buildings to deal damage to them. So if you have 6 tries with an extra boost of 120%, after 1 negotiation you still have 6 times as a player with that extra boost).

Can this be used in GvG or GBG or even eliminate both and create a new one? Yes.
Imagine a whole new map and all guilds can participate. during each war, all guilds are randomly paired against random guilds. If a guild wins a war, that guilds move 1 territory to the center.
The territory previously aquire does not belong to that guild anymore. The first guild to reach the center obviously wins more points per hour. A guild in the center is only randomly paired in wars against enemy guilds arround it and if the guild which owns the center loses, that guild swaps territories with the new winer. Also the other guilds arround the one in the center are randomly paired agains guilds arround them, excepting the one in the center if another guild near the center is already in war against the guild which owns the center.

How Innogames can earn more $?
-In FoE +, by giving players free monthly swaps of paths.
-By the diamonds spent to swap of paths or by paying 1$ or 5$ per swap of path if you do not want to spend diamonds.
- With passes?! Imagine this!! Each month, there is a war season and each season allow players earn new buildings or rewards. which ones? imagine those seasons as extra events but!!! here is the difference: The war pass has 3 passes; personal, guild and premium.
The personal and guild one are free, with missions for personal like: "do X successfull attacks to enemy guildins in any war, kill X number of players, resurrect yourself or a guild member X times, Spend X number of tokens, etc.

Guild pass with missions like: your guild has won X number of times, your guild has survived with X number of buildings in Y number of wars, your guild did not have any building destroyed in atleast 2 wars, your guild has been the winner in 5 wars in a row, etc.

And premium pass being all rewards free according to the total of missions completed by you in your personal pass and your guild pass. obviously being aquired with real $.

Because this idea allows guild be in war 4 times per day, guild members will have a chance to always fight + your guild will always have a chance to win a war because you can be randomly paired against a guild which is unactive at the hour where your guild can be active. In fact, in the game which uses this system, sometimes powerful guilds are destroyed by weakers one because some days at certain hour, that powerful guild can not be online.

oh, and having a permanent map to participate in war means no days of resting to spend tokens and earn rewards by attacks/negotiations.

I hope you like these ideas and this topic is only to show you that there always are ways to earn $ and make a game more enjoyable and exciting, and without making it pay to win!!

(The numbers of % in the skills and the skill themselves are only examples and can be obviosuly changed).
 

tunix

Merchant
Perk Creator
I see no chance for this.

The programmers of FoE only can make new add-ons. And often ones with errors.

Your proposal means they have to change the whole game. It's too difficult.
 
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