Monday, April 16, 2012

Bonus ressources after quest

In my opinion the success of a mission should affect the empire a bit more, depending on how successfull i was and how i played the mission.

I had something like the following in mind:

Additionally to the questreward listed in the missiontext, i get

1 animalskin for each hunted animal

1 Gold for each full 1000 gold at the end of the mission

1 Sack of corn for each farm i builded in the game

1 Piece of the basic wood for each 10.000 lumber i have at the end of the mission

1 Piece of basic stone for each 1000 stone i have at the end of the mission

I dont think thats to much for playing 2h+ at a mission, this way playing often aktive gives the player more than only login in once a day to clear the factories^^


|||Would be nice to have a reason to stick around for a while, and building 200 villagers and stripping a map dry sounds like fun diversion from normal play.
|||I highly disagree. A good RTS player should be spending their resources, and not letting them pile up. Unless you are maxed, having 1000 gold is a bad thing, and definitely should not be rewarded for it.
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That's only if you are trying to win as fast as possible or are playing against another player. Against the AI it's very easy to sit back and horde resources and overbuild before crushing them. The map doesn't end there though, you can keep playing. It makes sense to me that if you stick around on a map gathering resources after beating the enemy you should get something for it. I mean is it not an option to take some of this resource stockpile and bring it back to the capital with you?

Maybe they could even make it a tech branch. Starting at like 0.1% of gold and resources kept, improvable up to maybe 1% much later.

|||Great idea, then I can leave the game running for a few days with hoards of caravans and come back to heaps of gold.
|||bingo|||

Yeah..running it a few days..lol having a dc while that and need to redo it, gratz :P

and if you are really let a game run in the background that long for such a reason, your problem is something complete different ...

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Great idea, then I can leave the game running for a few days with hoards of caravans and come back to heaps of gold.

There's probably a gold cap of like 99,999. Leaving the game running wont accomplish anything.

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you get kicked out after being afk for several minutes...

I like the idea though, Spoils of War sound like common sense. But how does the OP spend 2h+ on missions? Most of them take 30-45 minutes, with the exception of the later Cyprus quests which took me an hour to complete. And yes, I scout the entire map for treasure too.

As stated earlier: it's an RTS, having 1000 gold is bad because it means you could have more units. But giving a player 1gold for every 1000 he ends up with after the mission isn't much really. Hell, you could give 1 gold for every 1000 gold mined during that mission, which would still only give you like 10 or 20 extra gold. I like the idea though, it would accumulate quite nicely later on.

|||I suggest the opposite. You should be given extra gold for clearing out missions fast. Just like in SC2 where achievements are given for finishing a mission within a time limit. That will encourage better play, instead of this macro up to 200/200 nonsense.
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And from where is that gold supposed to come, war is no competition with a jury who says "well done you gave the world blitzkrieg an new meaning, here´s your reward"

I see it that way, that you get extra reward for not only conquering an area but also strip of all of its ressources. But you are to lazy to spend so much time on a single map but still want be rewarded? lol

|||Sure, why not? Or just list it as a bonus objective "Do X and capture the gold before the enemy ships it off the map". Everyone can marco up 200/200 villagers after killing everything and clean whatever resource is on it. It's not remotely impressive or challenging.
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Well for me it is fun to build up my base, like a fortress with a wide area guarded by towers and walls and to fight the enemy slowy step by step for every mine to strip it off. This way of playing makes the progress in the plot slower and i can play through less quests and therefor earn less quest rewards and find less chests..but have more ressources in the end.

And now you say i also should pay extra for it with loosing extra reward because i cant get my ass in motion to kick the *** out of the foes as fast as possible? wtf

This thread was meant as way to compensate slow players vs those who finish 5 quests in 30 minutes and not to make them loose even more treasure.

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To me, it simply reads encouraging bad play. Maybe you are right on them not introducing more in game rewards for finishing mission quickly, but in no circumstances should they give people gold for simply farming the map more, unless the map is designed to literally overwhelm you after a certain time limit.

If you really want something to "compensate" for slower players, I say gold according to enemies killed, just like the trickle of exp you get. That way, at least you will still need to defend stuff, and not farm the map with 200/200 villagers when everything is dead.

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Turtleing has never been bad play and has always been an effective and popular strategy in RTS games for years.

The suggestion at hand isn't to force players to stick around on a map for longer, it's simply to compensate those who do. It will still be faster to gain resources by doing quests quickly and leaving as soon as they are over at the carry-over rates we are suggesting. We are talking about players stripping a map clean over a couple hours and gaining maybe 20 of each resource, which is really nothing compared to doing a 5 minute repeatable mission with 4 treasure spawns where each chest can give you 15-30 resources.

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