Onderwerp: New Technologies
I'd like to see them. A lot of them. With a similar progression system to the weapons/armor one.
Je bent niet ingelogd. Inloggen of registreren.
Pagina's 1
Log eerst in inloggen or registreren om te reageren
I'd like to see them. A lot of them. With a similar progression system to the weapons/armor one.
What do you suggest?
Like each resource can have it's technology like farms. Metallurgy (Iron Mines, Production), Masonry (Stone Mines, production), Carpentry (Lumber Mills, production), Banking (Markets, production), Teaching (Wizards, To increase the odds slightly), Goldsmith (gems, production), Technique (Armor/weapons, production time), and level ups numbered 1 and 2 etc. They should be expensive, like the level ups in the armor/weapons, but also cost other resources.
I personally would like to see (almost) everything upgradable without an upper limit.
Some things could cost just an ever increasing amount of resources, some could cost runes as well.
Yeps, that would be nice!
Also, we could have some amount of points added to those technologys.
I'm sure a formula could be worked out for it.
i like the "everything upgradeable" approach, but keep in mind that we dont want some additions to the game that makes the strong stronger, and increases the gap between top players and low players....
A steadily decreasing benefit might fix that. Eventually, your marginal improvement approaches zero. In other words, someone at a very high level has to invest 50 runes in sequential upgrades (i.e. Metallurgy 251->300) to get the same amount of benefit that a very small player gets from upgrading by using 2 runes (i.e. Metallurgy 3->4). I also think that increasing build times as you get bigger somewhat mitigates this. Didn't we conclude that spells became less useful as you get bigger?
i like the "everything upgradeable" approach, but keep in mind that we dont want some additions to the game that makes the strong stronger, and increases the gap between top players and low players....
In a persistent game like this I really like the idea of a yolked production/cost. If such a thing were implemented, the person on the cutting edge of research would really pay for it while the people that are hanging back would get a fairly large discount for the same research.
A steadily decreasing benefit might fix that. Eventually, your marginal improvement approaches zero. In other words, someone at a very high level has to invest 50 runes in sequential upgrades (i.e. Metallurgy 251->300) to get the same amount of benefit that a very small player gets from upgrading by using 2 runes (i.e. Metallurgy 3->4). I also think that increasing build times as you get bigger somewhat mitigates this. Didn't we conclude that spells became less useful as you get bigger?
I think it would be best fixed by a logarithmic or exponential growth for cost. As far as runes go, I think an interesting method would be that all upgrades are based upon resource costs. However, at a cost of 1-2 runes per level the resource cost could be cut in half.
Just a quick function that I was playing with to see numbers. Say 5000*5^sqrt(lvl).
First upgrade is 25000
2 = 48692
3 = 81212
4 = 125000
5 = 182000
10 = 811000
15 = 2547000
20 = 6681000
Pagina's 1
Log eerst in inloggen or registreren om te reageren
Powered by PunBB, supported by Informer Technologies, Inc.
Currently installed 10 official extensions. Copyright © 2003–2009 PunBB.