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Civilians

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Tellus

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Posts: 6

Joined: Wed Feb 02, 2011 11:45 am

Post Wed Jun 01, 2011 4:54 am

Civilians

As you are able to get resources and treasures with coins, I have a few ideas about regeneration of civilians.
1. Instead of farming just for resources there could be the option of farming for civilians.
2. You could transfer civilians between cities just like resources.
3. There could be an option to use coins to regenerate civilians.

Also a few other ideas I have had
1. There could be new tech skills for indivual army types, eg: one for inf, one for cav, one for arch, one for cat.
2. Maybe an enhancement tech skill, the higher the skill the better chance you will have of successfully enhancing your equiptment.
3. Also a hunting tech skill to improve hunts, same as enhancement, the higher the hunting tech is the more successful the hunt will be.
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Master_Max

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Post Wed Jun 01, 2011 6:18 am

Re: Civilians

Tellus wrote:As you are able to get resources and treasures with coins, I have a few ideas about regeneration of civilians.
1. Instead of farming just for resources there could be the option of farming for civilians.
2. You could transfer civilians between cities just like resources.
3. There could be an option to use coins to regenerate civilians.


Well first up, I believe farming for civilians would be bordering in slavery. So if haypi thinks so too, it won't be added. Also, the restriction on the amount of people is one of the only things that stops coin-buyers pulling very very far ahead of non-coin buyers. Transferring civilians between cities has been suggested before, I think it's a pretty good idea, however as with the last one, it could make the gap between people even bigger. And lastly, another fine idea, however once again, would make the gap between coin-buyers and non-coun buyers much bigger. And also a lot of people would complain if they implemented, because they would say haypi is just trying to find more ways to get people to spend money on the game.



Tellus wrote:Also a few other ideas I have had
1. There could be new tech skills for indivual army types, eg: one for inf, one for cav, one for arch, one for cat.
2. Maybe an enhancement tech skill, the higher the skill the better chance you will have of successfully enhancing your equiptment.
3. Also a hunting tech skill to improve hunts, same as enhancement, the higher the hunting tech is the more successful the hunt will be.


For techs for specific troops, I quite like this idea, however this pretty much exists. Shooting range is best suited for cats and archers, marching speed is basically for cavalry, infantry and archers, and attack and defense are for all troops. Personally, for your second idea, I believe they should take away the chance thar it fails anyway, that's just my opinion. I suppose it does make it more difficult and rewarding when you finally do get it mazes enhance though... And your third idea, that's what fortune is for. Fortune decreases the chance of getting a failed hunt, it also increase the value of your hunt
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SirTallon

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Joined: Sun Nov 14, 2010 2:39 am

Post Wed Jun 01, 2011 12:17 pm

Re: Civilians

Okay, so what you're pretty much saying is that half of what she suggested can't be added because Haypi gap between tough and weak will be widened? Okay, let's assume for one second that this does occur, but leta also be honest... Why would they care? All the recent "improvements" merge included, were made for the sole reason of putting more coin buyers into power. So what would make them think twice about adding yet another? All your flawed logic aside, it's not perfect, but she's got a good idea to frame something on. Keep going Tellus, don't let the haters keep you from creating new ideas
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Tellus

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Joined: Wed Feb 02, 2011 11:45 am

Post Wed Jun 01, 2011 12:42 pm

Re: Civilians

Well that may be, but this is also a war game. We are playing around with soldiers who's only job is to lop the heads off other soldiers. Furthermore, this game is bases in the Medeval Times, where there were in fact slaves. Kingdoms waged war, they killed each other, then the losers were made as slaves. My idea is not only innovative, it is practical, fits the Haypi theme, and is historically accurate. Please don't try attacking the morals of a war game, if you want morality, go play Happy unicorn sunshine land. Also, thanks for the backup Tallon, I truly appreciate it.
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SirTallon

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Post Wed Jun 01, 2011 12:45 pm

Re: Civilians

Not a problem at all Tellus. So, how do you think the enhancements should be affected? Should this new Tech have a drastic effect not he outcome of upgrading? Or will it be a cheap tech which, in the end helps, but is also only of little consequence?
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Tellus

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Post Wed Jun 01, 2011 1:02 pm

Re: Civilians

If there was a tech to aid in successful enhancements. Only up to lvl 10 like the others but maybe just increases by 5% per upgrade
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Cowboyuk75

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Joined: Fri Oct 22, 2010 4:10 pm

Post Wed Jun 01, 2011 1:09 pm

Re: Civilians

i'd like to be able to move civillians around .. the building limit would not change. - swap oasis to another city would be nice too
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SirTallon

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Posts: 18

Joined: Sun Nov 14, 2010 2:39 am

Post Wed Jun 01, 2011 1:13 pm

Re: Civilians

Tellus, while I like that idea, I do think a 5% boost is too much. Perhaps something a little less potent, maybe a 1.5% boost? This way Haypi still makes their cash, but we also get our desired boost. Would you agree with this?
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Tellus

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Joined: Wed Feb 02, 2011 11:45 am

Post Wed Jun 01, 2011 1:20 pm

Re: Civilians

I agree, 5% may be too much. Your suggestion of 1.5% per upgrade sounds more reasonable.
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CHARGER25

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Joined: Sat Oct 23, 2010 10:50 pm

Post Wed Jun 01, 2011 1:24 pm

Re: Civilians

owen :roll:
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