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Rejected Summary of my ideas for the game

Status
Not open for further replies.
Reason
each of these ideas would add more content to the game, and i find that more content is always good
Details
its all explained in detail in the forum post itself
Balance
all existing game features would not have to be changed or adjusted
Abuse Prevention
i have tried to adress that, see forum post itself
Summary
i want to contribute to have better content being worked on than guild perks and the event center
Have you looked to see if this has already been suggested?
yes
Hi, i had originally posted each of these ideas on the german forum, because id like to see them ingame, but each got locked because they did not match the rules of the idea forum there.

For the english forum, i saw that different rules apply, thats why im trying here as a last attempt to get my ideas forwarded to a dev and maybe realized ingame.

Seeing their latest additions to the game (the event center and the guild perks) which got both canceled or removed or delayed, i believe the devs could maybe need some content ideas coming from the community, to maybe safe them the work next time developing something the players do not want.

I have read the rules which apply here. In my opinion my ideas do not violate the rules here, but ill leave it to you to decide wether this thread is to be forwarded to the devs or rather locked.

Here are the 3 ideas that i had thought out (i have put them
through google translate and then edited the text, for not having to rewrite them completely from scratch):


Idea 1: The technology center

What is it? It would be a construction at the edge of the city, which can be upgraded for permanent buffs (much like the castle-system) yet it would be something completely different.

How would it work?

In order to build and upgrade it, a player must own a complete set of 9 blueprints for every GB in existence (no exceptions, he must have each set of blueprints complete).

If a player matches this requirement, a red button would appear somewhere on the screen - and when hes pressing it, his blueprint-sets of each GB would be consumed and then combined into the Tier 1 Technology Center.

But this would only be the beginning:

Once the technology center has appeared, it can be upgraded with forgepoints and more blueprints.

It would work like this:

Once its completely filled with forge points for the next level, and the player again has all sets of 9 for all BG's, then (and only then) can he press the red button again.

It would be funny to see those players owning a colloseum getting overrun by forge points being thrown into their collosseums, from all kinds of strangers.

What would be the stats of the tech center? I don't know, at least in such a way that everyone wants one.

how would it look like? I dont know, but maybe it could be designed similar to the castle system. Every 5 levels it would look a little better and more gigantic.



Idea 2: Specialist slots for GBs

Do you think it would be cool if each BG got slots added to it, to put specialists in? (let's say 10 or 20 slots per GB)

Where would you get the specialists?

In events, of course, as a rare reward, e.g. if you opened a pumpkin in the helloween event, a specialist could drop as a very rare reward.

What values would specialists have?

There would be different categories of specialists, and different rarities of specialists:

Rarity:

common
unusual
rare
epic
mythological

the rarer, the better values

Categories:

- Scientists which give one, two, three, four, or five (depending on the rarity) additional forge points when harvesting the GB - they could only be placed into science-related GBs (like hagia, cape, orangery etc)

- Military strategists which provide a small boost in attack power if they are put in an offensive battle-related GB (they could only be placed there) such as zeus, aachener, terracotta etc. the rarer they are, the higher the bonus.

- engineers who could only be placed into goods-related BGs, they would provide a few goods of the current age when collecting the BG, and the rarer the specialist, the more goods

etc etc

other specialists could be:

- medals
- bonus on coin production
- production bonus
- defense buff for the defending army
- defense bonus for the attacking army


Idea 3: Guild duels

1. What is this?

a) The basic concept

A direct exchange of blows between the members of guilds, which would be implemented as a league and would start over and over again seasonally. However, guilds could rise and fall in leagues. The guild duels would be cross-server.

b) The units

Since it's dueling, it would not be the armies that would fight each other, but special teams of duelists. The individual duelists would first have to be hired in the tavern with tavern silver. They can die in battle, of course.

In order to initiate a fight, you would have to provide eight duelists. Of course you should also provide 8 defending duelists (similar to your own defense army or the PVP Arena).

If a player does not provide defending duelists, he would automatically lose a defending battle.

There would be a whole range of different Duelists, each with their own pros and cons, and only a maximum of two of each type could be fielded, so a team would always consist of at least four different Duelists. Examples include:

Medic: Extremely robust (of course, robustness scales with the player's combat values) heals other friendly units, but cannot deal damage itself. The higher a player's attack power, the more the medic heals.

Flag Bearer: Extremely robust, strengthens the attack values of your own units, but cannot deal damage. The more attack power a player has, the higher the bonus granted by the flag bearer. The more Defense Bonus a player has, the more resilient the Flag Bearer is.

Agitator: Extremely vulnerable, can stealth in certain terrain, can cause an enemy unit to defect. The higher a player's attack power, the higher the chance of capturing an enemy unit.

Berserker: Extremely vulnerable, can stealth itself in certain terrain, can detonate itself. The higher a player's attack power, the greater the blast radius and blast damage

Scout: Can spot enemy hidden units. The higher a player's defense power, the higher the chance of detecting hidden units.

Sniper: Self-explanatory. Bonus damage against hidden units (which must be detected by a scout first ofc)

Engineer: can place booby traps. The higher a player's defense power, the more damage booby traps will inflict on the opponent. The engineer can also fight, is particularly robust and strong in close combat.

Mineur: Can disable enemy booby traps, and can also fight. The higher a player's defense power, the higher the chance of detecting and defusing enemy mines.

etc etc I could name hundreds of different duelists.


2. Which players can participate?

Anyone who has researched the required technology. I would place the technology for this in the late Middle Ages.


3. How would the framework for guild duels look like?

Each guild would be put in a group with several other guilds, let's say 10 guilds per group.

The groups would be formed by the total combat strength each guild and by the number of members, i.e. the game would

a) just before the start of a league, determine the total combat strength of each player in a guild by adding the combat values of his attacking army and his defending army, it would look like this:

attacking army 1000% attack power
attacking army 500% defense

defending army 150% attack power
defending army 500% defense

Makes a total of 2,150 Total Combat Power

b) the total combat strength of each player in a guild would be added up (of course not counting those players who are not yet unlocked for duels) and thus a total combat value of a guild would be determined, for example 30,000 guild total combat power

c) This guild would then be pooled with other guilds that have roughly the same overall combat strength and roughly the same number of members.

d) if there were no comparable guilds - for example if a small guild has already risen a long way and therefore only stronger and larger guilds are available within the group pool, then this guild would just be put together with stronger and larger guilds.

The same applies the other way around


4. How would the fights go?

a) Units can only be lost when attacking - similar to plundering or the PVP arena.

b) How many league points can be won for a successful attack or a successful defense is calculated from the ratio of the total combat value of both players involved. If you (being the attacker) field a combat value of 5.000 and are attacking a player with a total combat value of 500 points, you could win only a few points.

d) can you choose the player you attack? Of course not. That would be random. But you can choose the guild whose players you want to attack, see next point.

e) Can you choose the guild whose players you attack? Yes. However, you can only choose the guild. Which player of the target guild you meet is then random.

But each guild can only be attacked a limited number of times per day. The number of players in a guild participating in the duel determines how often the guild can be attacked. If it can no longer be attacked, you have to choose another guild. Until just no more guild can be attacked. In that case you have to wait for the next day.

f) How many attacks can you initiate per day?

That would be similar to the pvp arena.

One attack would become available per hour. However, you can only stack up to a maximum of three attacks (then you have to attack again if you want to stack more attacks). Unlike the PVP arena, you couldn't buy extra attacks. you could win extra attacks but possibly randomly.

/edit1 : of course you could buy extra attacks with tavern silver or diamonds.

g) could one withdraw from a fight?

sure. But the smaller the difference to the attacked player's total combat power, the higher the sum of the league penalty points that your guild receives for this lost battle.

h) Rewards

they would have to be adequate so that it would be fun to participate in the guild duels.

i) would large guilds be at an advantage compared to small guilds?

i tried to compensate for this on the one hand with the group allocation and on the other hand with the number of maximum attacks that a guild has to endure based on the number of its members. because they can attack more often when they are larger, but they can also be attacked more often.

However, a beta would have to be used to find out how the ratio of the number of players to the maximum number of attacks on a guild would be fair.

Ad hoc, five attacks per day against a guild guild per guild member seems appropriate to me.

ie a guild of 20 members would have to endure a maximum of 100 attacks per day.

but since I can't test that, it's just a purely fictitious number.
 
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This suggestion has been closed. Votes are no longer accepted.
tldr... only propose one idea per thread - that way, each topic can be properly discussed and should an idea get forwarded, that is easier to handle...

i had considered that but i didnt want to spam the forum with 3 threads instead of one, then i decided to put it all into one. now its to late to split it up into 3 threads i believe
 

My interpretation was that my ideas would not violate the rules here on the english forum, but then again i was probably not reading them objectively enough :)

or maybe my english just wasnt good enough to understand them properly :p

i mainly saw this as a last attempt to maybe get a dev read through my ideas.

If its not going to be successful, then ill have to finally lay my ideas ad acta. ill still enjoy the game as it is.

I believe you are referrimg to these two rules:
  • New buildings or items. Buildings and items are decided upon according to a feature, event, era and need to ensure they are balanced within the game.

  • Extreme changes (new battle system, ...)
i was hoping my technology center wouldnt count as a building since it cant be placed or moved around a city, and it would not count as a GB either.

and also i was hoping my ideas wouldnt count as „extreme changes“, but as additions.

The specialists for the GBs would probably count as new „items“ though. I was hoping though that since they are human beings they would not count as items.
 
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beelzebob666

Overlord
Pathfinder
Spoiler Poster
Devs rarely read the forums - if an idea is approved by the community, the CMs/ forums admins will forward it

your ideas sound fun, but most are quite complex to implement and would for that reason alone fall under the DNSL
 
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Fire Witch

Forum Sorceress
Beta Moderator
First of all: thanks for posting, the ideas sound like fun!
However, the rules for ideas in the german forums are not that different to the ones we have here. The Do Not Suggest Section is similar.

For your first idea: We are not looking for any suggestions on new buildings, sorry.
Second & third suggestions: I'd consider them "extreme changes", so the Do Not Suggest List applies to these aswell.


We're mostly looking for improvements to existing features in the idea section.
 
First of all: thanks for posting, the ideas sound like fun!
However, the rules for ideas in the german forums are not that different to the ones we have here. The Do Not Suggest Section is similar.

For your first idea: We are not looking for any suggestions on new buildings, sorry.
Second & third suggestions: I'd consider them "extreme changes", so the Do Not Suggest List applies to these aswell.


We're mostly looking for improvements to existing features in the idea section.

ok i do understand that, and its ok. Thanks for your reply.

but could u maybe post these ideas in an internal forum or chat room (if such exists) or send someone an email, with the addition that you as a moderator personally find them fun? lol

or maybe if you have a particularly good relationship to some developer, mention these ideas so they could consider brainstorming about them? xD

i mean they would not sue or fire a forum moderator for trying to help improve the game even more than it already is, would they? :D

best wishes from munich
 
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