Here's my idea for buildings
Armory
Here you can buy "weapons" to increase the strength of you units, or armor for a higher defense rate.
Patroller
These are buildings that are put on unused land +2 land per turn.
Casino
Entertainment for the troops, ecourages troops to join.
Suggestion: New Buildings
- Zephyrus
- Eternally Confused
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Armory
Probably. But how weapons get equipped takes me a bit of thought.
The first idea was to pay x amount of cash per troop to increase attack temporarily. But, that would be messed up if you equipped a mouse, bought 100000 more, and let them just get the bonus.
So, possibly, you buy weapons. Each attack, you may select weapons to use. Each of your troops takes this weapon, you lose as many weapons as you sent troops. Each troops gets a fractional attack bonus.
Whether this would be unbalanced (as weapons require no upkeep costs) I don't know.
Patroller
Er... rephrase.
You make it seem that getting one unused acre nets you +2 acres a turn. That is, if you left everything empty and filled with these, then your land TRIPLES every turn.
Making land from land is probably not a good idea, as the only thing that kills most emperors is the inability to get land.
Casino
Er... that's what barracks are for?
Probably. But how weapons get equipped takes me a bit of thought.
The first idea was to pay x amount of cash per troop to increase attack temporarily. But, that would be messed up if you equipped a mouse, bought 100000 more, and let them just get the bonus.
So, possibly, you buy weapons. Each attack, you may select weapons to use. Each of your troops takes this weapon, you lose as many weapons as you sent troops. Each troops gets a fractional attack bonus.
Whether this would be unbalanced (as weapons require no upkeep costs) I don't know.
Patroller
Er... rephrase.
You make it seem that getting one unused acre nets you +2 acres a turn. That is, if you left everything empty and filled with these, then your land TRIPLES every turn.
Making land from land is probably not a good idea, as the only thing that kills most emperors is the inability to get land.
Casino
Er... that's what barracks are for?
Back. I think.
- Ruddertail
- Promi Diplomacy ate my homework...
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Beluaris: Troops don't join, they are equiped through barracks. The more barracks, the more troops you get, the fewer barracks, the fewer troops you get per turn. You also don't lose troops if you get fewer barracks, you just produce less.
Casinos could be used to increase the number of workers who would live in each tent, but we already have a hero for that (Bella).
For armories, every so many could give you a certain % higher offense.
Casinos could be used to increase the number of workers who would live in each tent, but we already have a hero for that (Bella).
For armories, every so many could give you a certain % higher offense.
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
Armories should work like reshearching, you need so many armories to begin reshearching mouse improvement I - +25% def and +25% off, and so many armories to reshearch mouse imporvemnt II and so on, each imporvement would cost money like a hero, and the more armories you ahve the faster you research it, so instea dof having to use liek 200 turns to get it you only have to use 100 turns, and the improvements stay with you until you die. Just a little framework, I could go more detailed if you guys want.
Speaking of killing - Whoever killed me on BfR is in for a rude awakening once I recreate same as the person who placed the bounty.
Speaking of killing - Whoever killed me on BfR is in for a rude awakening once I recreate same as the person who placed the bounty.
- The Beatles
- Fear me for I am root
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There is Experience right now (shows up in Status) that helps you in attacks. The better your offense ratio and number of offenses, the better your Experience. Specifically, experience is:
Don't have the time to explain it all right now.
code: Select all
$succpoint = 5;
$failpoint = 2;
$offexp = (($users[offsucc] * $succpoint) + (($users[offtotal] - $users[offsucc]) * $failpoint)) / (1000 * $succpoint);
$defexp = (($users[defsucc] * $succpoint) + (($users[deftotal] - $users[defsucc]) * $failpoint)) / (1000 * $succpoint);
$experience = floor($offexp*1000)+floor($defexp*1000);:wq
- The Beatles
- Fear me for I am root
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- bjornredtail
- Warbands Admin
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- Contact:
Perhaps a building that increces the amount of land gained while scouting...
But then, we have this build up, tear down effect, which I find undisereable for gameplay.
But then, we have this build up, tear down effect, which I find undisereable for gameplay.
0===)=B=j=o=r=n==R=e=d=t=a=i=l==>
Warbands Admin
"Program testing can be used to show the presence of bugs, but never to show their absence!"-Edsger W. Dijkstra
Warbands Admin
"Program testing can be used to show the presence of bugs, but never to show their absence!"-Edsger W. Dijkstra
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