| Forum : Suggestion Box
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| Author | Topic : Resource & Troop Production speeds... |
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Requiem [R] Joined 3/02/2000 Posts : 3851
| Posted : Sunday, 9 January 2005 - 19:08 Should resource & troop production be calculated once every turn, or every tick(hour)?
Using some new code, I might be able to have it update your resources and troop income every tick (it would be your turns income / ticks per turn).
so instead of getting say 3000 Gold per turn in a 12hr game, you would get 250 Gold per tick (hour). Same with troops.
Question now is, is this a good idea?
Wouldnt getting your resources/troops in a smaller amount every hour promote players logging in more often? |
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Gutterfly Joined 19/01/2002 Posts : 1633
| Posted : Sunday, 9 January 2005 - 19:21 I think it would be a good idea to have both.
So all those crazy kids who log on every hour will stay in their own games and leave the people with lives to the other games. Then everyone's happy! |
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Requiem [R] Joined 3/02/2000 Posts : 3851
| Posted : Sunday, 9 January 2005 - 19:57 how can you have both?
its one or the other...
production once per turn, or per tick... |
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TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Sunday, 9 January 2005 - 20:06 Yes of course it would cause more "logging in" but I still question why that is a problem because IMO no matter what the answer to frequent "log ins", a "counter argument" can be given and I personally only restrain myself to be respectful. 
TR |
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Requiem [R] Joined 3/02/2000 Posts : 3851
| Posted : Sunday, 9 January 2005 - 20:29 The question is, does it give an ADVANTAGE to those who log in more frequently.
If so, no matter what you arguement might be, it is bad.
Players should not gain an advantage simply because they have more time to log in every hour. Some people dont even have access to log in more frequently.
If you need to log in more than once per turn to stay competitive then the system is bad. |
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TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Sunday, 9 January 2005 - 21:30 "Requiem" I manage to live my life but when I have an important move to make, I will even stop what I'm doing to log into the game to make the move. No I can't do that if I'm driving out to the mall to pay on my account or shop or if I'm at the movies or several other activities but if I'm watching TV which I don't, I could take the time to long into the game.
I only play very slow games when the game interferes with my personal life and sometimes when I get extremely exhausted I'm at an age when I need to take a rest by not playing. Again I can't afford to play steady regularly for several hours because I'm trying to get my house ready for sale within a year or two. This is all personal neither here nor there information that I shouldn't have to give but "I do have a life" as do I'm sure all of us.
My point is that we all have reasons why at times we can't get into the game and I have argued that it can probably be proved statistically that people who tend to play online computer games probably play them because they can't resist the temptation of having a computer available under their nose 16 hours a day. Yes I venture to say that a very large per centage of players have a computer available to them on the job and at home and even most students can probably get into the library or a student lounge even today to make their moves.
In any event my personal experience has shown that in the higher level games the players who do well play very intensively and it is a rare player who isn't able to log into the game adequately. Whether it is accomplished by "account sharing" or personal attentiveness I don't know but I recall only one player who didn't log in to the extent that I got the idea he was just building super armies. We all have the same problem at some time during a game. 
TR |
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frankenstein Joined 17/10/2002 Posts : 198
| Posted : Monday, 10 January 2005 - 02:29 I only try to log in more when I am in a battle with someone. That can provide you the victory. But normally "just" 3 times a day. I think it's a good idea to do it per tick. This makes it less important in what timezone you live. |
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Disturbedyang Joined 27/01/2003 Posts : 241
| Posted : Monday, 10 January 2005 - 02:57 hmmm,i think the main idea of req is that whether it`ll give the often onliner the advantage. i still think that those that online more often tends to get the advantage as of same with all other turn based game. with a tick based,you can deploy army anytime so that means you`ll have the maximum readiness of the army for the often onliner while those that can only online once per turn will probably get the disadvantages of having a less readiness army. thats kinda one of the advantage
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TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Monday, 10 January 2005 - 03:37 Well this would also give an advantage to be able to build structures that require a little more gold or resources and so allow a player to get the advantage of having a building ready at next turn when he otherwise wouldn't have got the benefit of it yet; So yes players would tend to log in more for that reason which can be considered taking advantage of being able to log into the game more frequently but I would sure not like to see this game held down because it interferes with someones other form of entertainment. 
TR |
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Laestic Joined 25/03/2003 Posts : 19
| Posted : Monday, 10 January 2005 - 07:24 What I like in Waronline is its turn-based system. It lets you plan strategy, analyze situation and communicate with others players. I don't like RTS games...
I don't see anything this change will affect gaming experience EXCEPT when in skirmish against an opponent. I remember games with battle for rank#1 where we players all logged nearly every 4 hours (12h-turn game). With the time offset (err, in english, dunno) between US/Europe/Australia and the need to spleep, missing a single try to hit can change the battle. If there is a hour-based replenish, it will help those maniacs to defend their castle more efficiently I think.
That's my point: this system will certainly give an advantage to hard-core waronline gamers. |
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VivaChe Joined 6/04/2002 Posts : 1041
| Posted : Monday, 10 January 2005 - 10:57 with your change we´re producing all troops in our barracks req. |
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Genghis Bob Joined 11/11/2001 Posts : 849
| Posted : Monday, 10 January 2005 - 11:16 "Wouldnt getting your resources/troops in a smaller amount every hour promote players logging in more often?"
I would say that it definitely would. With this change there is an added benefit of doing so, beyond constant troop rearrangement. |
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Funky Joined 28/10/2004 Posts : 424
| Posted : Monday, 10 January 2005 - 11:19 thing is man its all buggerd i got so many bugs in my games i could go on about it all night
(but in not gonna cos Rog told me 2 shut up allready) |
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linkasy Joined 1/08/2004 Posts : 651
| Posted : Monday, 10 January 2005 - 12:31 mmmm..... how to put this, no please don't make this become a reality!!! No one likes change!!!! This makes my life harder!!!! becus my school network doesn't let me play waronline, this'll just make it harder!!! |
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CTDXXX Joined 19/11/2001 Posts : 5519
| Posted : Monday, 10 January 2005 - 15:25 Actually, if it's possible to produce all troops in the barracks now, almost at will - that WOULD be serious. But maybe I mis-read it  |
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Sir Stephen Joined 18/01/2004 Posts : 9
| Posted : Monday, 10 January 2005 - 20:43 Short ansure: once per click please. We will have to constantly calculate what we are getting and how much time we can wate to relogin. This will change with production changes and what you want to get. My head hurts thinking about the tables and spredsheets we will be making to get that little edge. |
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linkasy Joined 1/08/2004 Posts : 651
| Posted : Tuesday, 11 January 2005 - 12:16 told you people hate change!!! |
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CTDXXX Joined 19/11/2001 Posts : 5519
| Posted : Tuesday, 11 January 2005 - 14:53 I did mis-read. That IS a bug I saw  Anyway...as regard edges, I used to recall a similar situation in Planetarion where folks had to ensure they logged in on the right hour to update their civilian construction and research topics. But then, we can only research once a turn anyway, so the starts won't really get any quicker. Most people have a distinct diea of what size they wan't a certain troop before it leaves the barracks, so you won't really log in more for that either. It WILL reduce the importance of the turn in trying to get certain captures before the tick, but I don't see much to be had here...  |
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tackedlugnut Joined 6/09/2003 Posts : 385
| Posted : Thursday, 13 January 2005 - 14:03 Change the troop production and resource to regenerate at the turn, please. This change is horrible.. almost as bad as double trouble. The old system worked well. In a tight fight for a castle, instead of the defender having to wait for the turn to deploy more troops he only has to wait for the next tick. That could cause major problems for the attacker who has to clear out all of the opposing forces in the castle to take it over. This change makes it easier for an often onliner to defend the castle. Just by deploy a small stack of troops every hour he can hold off the takeover for much longer now than possible with the old system. If I hear right, the majority consensus is that the defender already has the advantage. Why give him another assist? This change also makes this game more RTS and less TBS This is no good, Req.
TL |
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Rog Ironfist Joined 8/04/2003 Posts : 1449
| Posted : Thursday, 13 January 2005 - 14:19 I completely agree with tackedlugnut. This tick based change is not that hot. Plese PLEASE change back. |
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