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Post by Spartan on Jan 7, 2022 11:53:33 GMT -5
This basically means that building and leveling up buildings wouldnt happen instantly.
Each level of each building will have its own construction time.
Lower levels of lower tier buildings will have short construction times, and it would progress with the type and level of buildings.
There will also be a queue of buildings that are planned to be constructed, with one queue for each region- meaning that there could be 4 buildings being worked on at the same time, one in each region.
Reasons for doing this
1. It adds value to buildings & nations, and they are not only a matter of bank balance. 2. It could ruin the overall gameplay, if one is able to level up an entire nation in a day, just because they somehow got enough resources. This is especially important now, because the world is getting older, and there are more and more large nations with developed economies. I feel we need a system that will not make nation's progress tied to only resources, but also create time limitations. 3. Its a very common mechanic in empire-builder games, and I believe it will fit this game very well.
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Post by memegod on Jan 7, 2022 17:49:47 GMT -5
Meme God agrees ~even tho it will destroy my plan to putting million of resources into my alliance~
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Post by Daviesolu on Jan 7, 2022 18:27:03 GMT -5
Meme God agrees ~even tho it will destroy my plan to putting million of resources into my alliance~ lol
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Post by Daviesolu on Jan 7, 2022 18:28:53 GMT -5
The idea is perfect and could you separate project or wonder as it is known from the normal buildings. I mean putting them under a new page.
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Post by titan on Jan 8, 2022 4:37:14 GMT -5
Well it's a nice idea, even though i personally don't really like it. But it will add some flavour to the game, just don't make the waiting times too long so people get frustrated. Could prob start of taking a few minutes, then maybe an hour, then a couple, and perhaps 12 - 18 hours or sum on the last level. Just some quick ideas here.
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Post by prantis on Jan 8, 2022 8:25:20 GMT -5
On balance, I'm opposed to the idea. It already takes time to "earn" the resources needed for building. All this would do is effectively slow down the game. In my opinion, the pace of growth in the game is pretty good as it is. I've been playing over a year and I'm still here.
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Post by Spartan on Jan 8, 2022 10:06:38 GMT -5
Its probably a good idea to first test this on the test server and see how it goes, before adding it to the live server.
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Post by talon on Jan 8, 2022 13:28:12 GMT -5
My only comment would be regarding rebuilds. If building is damaged but not a destroyed level, I would still hope to keep me repairs as instant since that's a different function than building.
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Post by lightside3 on Jan 8, 2022 13:39:43 GMT -5
I honestly don't like the idea. We are already waiting for resources so buildings already take time. Having fast rebuilds means we can go to war more often and also waiting for a timer is just super annoying tbh.
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Post by talon on Jan 8, 2022 13:46:29 GMT -5
I honestly don't like the idea. We are already waiting for resources so buildings already take time. Having fast rebuilds means we can go to war more often and also waiting for a timer is just super annoying tbh. I can see that too. So perhaps for rebuilds and repairs the timers eliminated. The timer only exists for the first time building something. Not sure how easy that would be to track if someone has already built something or not if it had lost a level because of war level loss
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Post by Spartan on Jan 8, 2022 20:35:41 GMT -5
I understand your concerns and feedback, thank you.
Let me try to break down my goals and shed more light on the motives and why I think something like this is important.
I am looking for:
- something to make it so a new player doesn't instantly become a top 100 player just because they got enough resources from their alliance mates.
- a way to help separate the first colony (Your country on Dennis-Earth) from the colonies on other planets, and how the game works and feels as a whole with additional planets and colonies.
- new ways to balance the game, which might make some types of resources less restrictive and more available long-term, potentially even through the store, new buildings or rewarded ads, but that means a different type of restrictive element needs to be in place in the form of some kind of building production slowdown.
Possible solutions, other than construction-timer:
- I could add also cooldowns based on the overall building levels.. meaning, for example, if the sum of all levels is 300, then there is a cooldown between next stuff you can build
- resources become more available on earth (in combination with building-cooldowns), but everything in space and other planets becomes expensive and needs more cooldowns
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Post by Daviesolu on Jan 8, 2022 22:09:28 GMT -5
You could compromise, it would have been easier if the timer has been there from the start. Regardless, this doesn't mean you shouldn't test it. Suggestions to solve the points you listed would certainly help reduce the burden. For now, I am blank.😁
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Post by lightside3 on Jan 8, 2022 23:12:46 GMT -5
I see absolutely nothing wrong with a new nation growing quicking honestly. Cooldown and timers add zero value to the game. The only thing they add to the game is frustration.
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Post by talon on Jan 9, 2022 10:37:23 GMT -5
It sounds like we're trying to come up with an idea that allows us to start shifting the reason for delays from resource-based growth limiter into having some time or based growth. Limiters. Personally I'm of the mind that new player should build an experience growth from the beginning like we all did when we started, but I can also see we argument behind allowing other players to make huge donations to boost new players quickly... I think it's possible that because this is such a significant change in the game mechanics, it may be difficult to effectively implement it on the home planet of Dennis.
Alternately, you're talking about expanding the dentist universe as we start building colonies on the next planets. If I remember discussions from a while ago correctly, building on the next planet, once unlocked for a player, we'll have an interface that looks similar to how we build everything right now on Dennis with the four different building areas and the same buildings to construct. And maybe necessary then to potentially treat whatever mechanic you're looking to use for unlocking the next colony as also an unlock to the beginning of building restriction speed as well as the greater access and speed for resources. Essentially, as a player hits that next tier of size, they can begin to grow in new ways but experience the timer restrictions instead of the resource restrictions at that next tier of size.... This might mean that a player experiences minimal timer on Dennis itself, but more significant time of restrictions. The farther they start unlocking colonies away from the main dentist planet too allow for mechanical understanding of how distance from the home planet might create greater complexities of construction so that the construction timer makes logical sense... ... ....Similarly, I'm not sure all the different mechanics You're thinking about specifically as it relates to greater resources, but whereas the coal mine could be unique to planet Dennis { and may see its cap removed?} Perhaps something like a rare materials mine on the moon would be able to generate money in larger quantities directly which is currently the only major resource limiter for higher to your players and could start to let that resource stop being the main hold back for those players growth as the timer starts to be introduced... ....
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My final note on this topic now that we understand a little bit more with the goals are, has to do with what kind of a timeer makes the most sense. Individual building timers make it so that particular building doesn't get completed once it's paid for. But theoretically I could build one level of every building and although I'm going to have to wait for each one to finish, still allows for extremely rapid building of a new colony. Depending on how restrictive you want to make this next tier of growth, in addition to a building timer, it might require a maximum number of constructions ongoing at a single time.
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Post by bohemondhauteville on Jan 9, 2022 20:42:35 GMT -5
I am largely strongly against the implementation of this mechanic. It seeks to limit the growth of nations to time instead of resources (even though the accumulation of resources is a time factor in and of itself), it makes gameplay and growth increasingly more frustrating to people who can login all the time to check if their timers are done, this will quickly drive casual players away from the game.
On another note, though this does try to limit the growth of new nation to prevent them from receiving a boost of resources from their starting Alliance... so what? If the success of these Alliances' econ alloaws for the quick development of nations, I do not see a reason as to inhibit said growth. Alliances don't have unlimited resources, the new nations will also hit a cap and be forced to wait for the accumulation of resources before levelling up more.
Time-based limitations largely only benefit current whale nations, keeping them ahead of everyone, moreso now than ever due to time limitations put on newer nations, hurting them and discouraging new players from playing as they can't hope to catch up to these whales when limitations are placed on them.
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