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Post by Felix on Dec 11, 2007 8:43:47 GMT -5
Picture yourself as one of the citizens in HaE. Your home sucks. The empire is poor. People are rebelling. Your home as no protection whatsoever.
Bleak, eh?
Now, a few leagues away, theres another Empire. This one is very prosperous. Blooming cities, excellent food, proper defenses, the lot.
Wouldn't you want to attempt to move there?
So my suggestion is this. If an empire has citizens that's hate, and theres an empire with happy or love about....say....4k-6k range away from the bad empire, make some sort of trigger that in some sort of way moves some citizens over.
Maybe a localized baby boom?
Discuss.
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Post by Royce13 on Dec 11, 2007 16:24:18 GMT -5
Can't work... all i have to say
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Post by Setokaiva on Dec 13, 2007 1:02:27 GMT -5
thats really all? i've said the same thing to myself over and over and found myself mulling over it in my head countless times. Citizens migrating from town-to-town? of course!
Heres a neat idea. In addition to the occasional spawn of Rebel Camps and Power Obelisks, make a Refugee Camp spawn. The story behind this? your land is not the only one under siege. the forces of Kalenden, Quiryl, and other, lesser, demon lords still ravage the globe. In effect of this, groups of refugees will occasionally spawn at random areas on the map.
To get them to migrate to your town? thats easy. Build an impressive enough town. Code in a score named Impressiveness. Each building in the empire will have its own impressiveness score, which is added to the grand total. Read on to see the effects of impressiveness.
The refugee camps will naturally migrate to the town with the most impressiveness. To effect this, every time a refugee camp appears, some kind of gauge/meter/leaderboard whatever will show up and display YOUR impressiveness, based on THEIR impressiveness and the refugee camps NEEDED impressiveness to get them to migrate. So the general goal here is, get them before the other bastards do.
The refugee camps will have a needed impressiveness for capture goal, which is displayed for all empire players. they will each have their own number. Every 5 seconds, each empires total impressiveness will be subtracted from this number. So its like this -
Empire 1, impressiveness 50 Empire 2, impressiveness 30 Refugee camp needed impressiveness -- 500
Emp 1 has the higher number, and will win the camp and the people in it within ten turns, each turn being 5 seconds. The camps will be invulnerable and have a mana bar showing how many people they contain for the empires to take.
Ok so ill leave that for the pros to think over.
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Post by Royce13 on Dec 13, 2007 16:22:46 GMT -5
Guess what there is an echo. Can't work... all i have to say Echo echo ehco echo
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Post by Setokaiva on Dec 13, 2007 16:40:54 GMT -5
so thats really all huh? i bet you find yourself thinking over it when you least expect it. or maybe your dreams betray you; "Royce, dont be a jerk. Seto has a great idea and you and i both know it! --Consience" ;D
what do the actual PROS at mapmaking say? im waiting...
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Post by Royce13 on Dec 13, 2007 20:46:52 GMT -5
make some sort of trigger that in some sort of way moves some citizens over.
1.When your hated all the people leave before hand...
2. When you add this trigger is not going to be the easiest to make
3. More triggers more lag... i love it don't you?
4. Some Empire sucks so you have your houses... and they are full and it says GRATZ you got 4k more people.... but all your houses are full.. to bad so sad GO QQ MORE
Could be sweet to see who had the best empire but again more triggers more lag. This would be even harder to make with all the units and upgrade and builds.
The refugee camps... if they give you people your houses are going to be full most likey... If they give you gold n wood OK sweet... but it would be better if you mixed something in.. you get hungry people so you get something but also have to pay up some good and wood for them...
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Post by FinalLegacy on Dec 14, 2007 14:08:12 GMT -5
what? mapmaker pro's read this topic? havent seen squad on it for ages
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Post by Dragon451 on Dec 14, 2007 19:55:57 GMT -5
I don't count as a pro mapmaker, maybe a mediocre one with poor motivation, however: Interesting idea, but it wouldn't be likely to change much, as the best empire wouldn't really need more people faster, although it would probably be fairly easy to create the triggers for. Sorry, Seto.
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Post by Setokaiva on Dec 14, 2007 22:19:51 GMT -5
dont blame me, blame felix. he motivated me to post that idea. apology accepted btw
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Post by grimatoma on Jan 28, 2008 17:53:39 GMT -5
problem with this idea is it would just be 1 more factor to balance in, in an alreaddy not fully balanced but super complex system and could further the chance of server splits.
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Post by Setokaiva on Jan 28, 2008 23:34:41 GMT -5
oh. sorry, i was under the impression that the sky was the limit. Maybe they can fix this in Warcraft 4. --A wealthy merchant decides to aid your cause with a contribution of X gold. --Ore deposits discovered near city. Raw material (lumber) generation rate from Industry is doubled/tripled for the duration.
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Asakari
Skirmisher
Schwartzvald...
Posts: 50
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Post by Asakari on Jul 25, 2008 1:22:34 GMT -5
Why not lose the complexity of all this nonsense and just put an extremely powerful aura emitting from a bad empire, and the worse they get, the further the range.
Lvl1. Rebellion Aura (effects allies and enemies) Range of 9000 Population growth of 20%
Lvl2. Rebellion Aura Range of 11000 Population growth of 30%
Ect...
And yes it does work.
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Post by ScytaleIRAx on Jul 30, 2008 18:57:42 GMT -5
Right but I would call it something else, because if i saw 'Rebellion Aura' on my house I would freak and start dropping tax and be all 'omg why they rebelling'.
Maybe call it something opposite, like 'Superiority Aura', since it does not affect the crappy player but it helps the good ones? Actually, maybe Devotion Aura and Hatred Aura are more appropriate. Make it so that your population's happiness has an aura that influences growth. Make it 5% per 2 levels of happiness, so your growth is -10% for hatred and +10% for love.
About the refugee camp: How would that population be added? -Would the player gain control of a random building on the map that acts like a house in that it has a mana bar(population) which is added to the max and taxed/fed/puttowork? What if you get a huge burst of people early on and run out of food, or what you get is across the map and you cannot defend it? -Would it be divided by your house count and added to each one? How would you expect the program to handle houses which would gain enough citizens to grow? would the excess be lost, or would you expect a method which allows for storing how much remains and then adding that to the upgraded house(potentially multiple times).
I think it would be cool to see more empire-oriented events like this, but this one does not seem likely to happen. The aura thing is the only thing I can think of...
Oh i just read seto's last post and I think that doubling wood from industry or gold from commerce (or double food or double tax income) in a fashion similar to baby booms would be very good to have. Opinions, final? (squad?)
On second thought the 5% love/hate aura is not needed. It is basically either your people love you and you are fine, or your people hate you and you are screwed. Why make it any easier for good players and harder for bad ones? I vote not to implement this system in any form.
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