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Hunts and more

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Mr.Loz

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Post Tue Aug 24, 2010 1:02 am

Hunts and more

Ok being a perfectionist, I find it very unusual that 'hunt' gives you money. And so I'd like to suggest that there will be two sepparate options that have their similarities and differences.

I'd like to see 'hunts' bringing in a select amount of resources (mostly crop) based on how long and how many troops you send (much like hunts now).

Secondly I'd like to see a new option called 'raid' in which you can raid forts and NPC cities that range in lvl between 1-10. What you get out of 'raids' will be money dependent on amount of troops sent and for how long.

This also means you will have to add a few NPC cities that you may either 'raid' or 'occupy'. They are exactly like player cities except for the fact that each level gives all the resource buildings and other buildings (main, barracks, cranny, and warehouse) 2 levels up per level of the city (between 1-10, 10 having fully upgraded buildings and resource plains. Because lvl 8+ NPC cities will have resource plains that usually will make you pay coins, there will be many more troops protecting it.

I don't mean for this to be a substitute for 'create branch city' because it will still be convinient to make your own wherever you like. You can make them more protected above forts as in level 10 NPC cities can have around 30000,10000,5000,10000, and decreasing from that to level 8 NPC forts. And 1-7 level cities can have a bit less because they have level 14 buildings which isn't above the requirement for coins to upgrade. Starting at around 10000,3000,1000,2000 and decreasing from there.

I also think the buildings and resource plains from these captured cities can not be upgraded. Also it will take 10 attacks (but you can only attack 5 times) just like player subs and will regain 10 loyalty every hour.

I know my idea may have many editions and things to be edited (amount of troops for each level of NPC city that it's being protected by) Please submit what you think here and tell me if you think something should be added! :3 Thanks!
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Godzombie

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Posts: 3

Joined: Mon Aug 02, 2010 3:33 am

Post Tue Aug 24, 2010 1:55 am

Re: Hunts and more

Wow! Mr.Loz u just struck gold thats such a great idea! Haypi please consider!
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Llamaking

Newbie

Posts: 4

Joined: Mon Aug 09, 2010 4:25 am

Post Tue Aug 24, 2010 1:56 am

Re: Hunts and more

LOVE the idea. This would be really cool I hope to see this put in.
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Tigerlily7

Newbie

Posts: 4

Joined: Fri Aug 20, 2010 5:19 am

Post Tue Aug 24, 2010 2:05 am

Re: Hunts and more

Mr.Loz,
This is a great idea! I agree with your idea! It would make hunts and Haypi Kingdom itself much more fun and challenging. I hope they use your idea!
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Drake99

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Baron

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Joined: Tue Jul 13, 2010 8:31 pm

Post Tue Aug 24, 2010 11:53 am

Re: Hunts and more

This is a great idea I hope they put it in
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Kcmathews

Marquis

Posts: 333

Joined: Fri Jul 16, 2010 2:28 pm

Post Tue Aug 24, 2010 12:31 pm

Re: Hunts and more

I was thinking about this the other day and had a few similar thoughts:
I agree with the Hunt Option change completely.

Hunting and Gathering - Can only be activated on Oasis - Brings in Large Ammounts of the Resource of the Oasis - Rewards based on the Oasis that is hunted, Time it's Hunted, Number of Units Hunting(Overload), and Level of the Oasis.

Search & Dig - Can only be Activated in Unoccupied Space(No city or Oasis) - Search for Money and Treasure - Rewards based on the time and number of Units.

Resource Fortifications - Similar to the Current Forts but instead of Money, they produce Resources and People to distribute to other locations. They could also be equiped with Towers and Traps up to either the Max Level of the Fort OR the max level of the player's tech.

Money Fortifications - Exactly the same as the current forts except they could be equiped with Towers and Traps up to either the Max Level of the Fort OR the max level of the player's tech.

I also think Both types of Forts should take 5 Attacks to Capture if held by a player and 3 if held by NPC AND each of the attacks counts towards the Max Attacks against a player per day.

I don't think there is a need for NPC Cities. If you want a city, steal one or build one.
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Mr.Loz

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Post Thu Aug 26, 2010 5:52 am

Re: Hunts and more

Thanks for the input guys!
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uranos

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Warlord

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Post Thu Aug 26, 2010 6:03 am

Re: Hunts and more

maybe some additional: if u raid a city u get more money/time if u raid a short time (but like 1-2 h) but if u raid a longer time u could have the chance o find hidden gold inventorys
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Mr.Loz

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Joined: Wed Jul 28, 2010 9:01 am

Location: California

Post Fri Aug 27, 2010 4:22 am

Re: Hunts and more

Good ideas! Cmon people... I need more feedback!
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Aubergine

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Posts: 29

Joined: Mon Aug 23, 2010 12:29 am

Post Sun Aug 29, 2010 9:49 pm

Re: Hunts and more

I think forts should be barbarian outposts.

You capture one and it will send you taxes (money) and some of it's resources throughout the day. Maybe even a little prestige for taming the barbarians!

You could also pay the fort to recruit barbarian troops - maybe assassins or spies. Or maybe you could instruct the barbarians in a fort to attack an enemy city but if they lose the battle there is a revolt and you lose the fort.

And, for any forts that aren't player owned, the barbarians in them would start launching raids on nearby cities.

Later in the game, remaining barbarian cities (those not captured) could band together to launch large attacks on high ranking players / alliances.

You'd then get alliances making sure all members have their max quota of forts - big alliance members would be more likely to help smaller members capture forts.
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