Suggestion: New Buildings

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Beluaris
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Post by Beluaris »

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.
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Zephyrus
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Post by Zephyrus »

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?
Back. I think.
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Ruddertail
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Post by Ruddertail »

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.
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Juska
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Post by Juska »

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.
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The Beatles
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Post by The Beatles »

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:

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);
Don't have the time to explain it all right now.
:wq
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The Beatles
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Post by The Beatles »

Zephyrus wrote: That is, if you left everything empty and filled with these, then your land TRIPLES every turn.
Contradiction in terms.

However, your original thought is correct. No land-producing is going to be introduced (well, not any more).
:wq
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Zephyrus
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Post by Zephyrus »

Well, Beularis described a scout as "unused" that was a "building".
Back. I think.
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bjornredtail
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Post by bjornredtail »

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.
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