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New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 3:12 pm
by Lopdo
As hinted elsewhere, I am planning to introduce pretty big change to game in few days. As this new feature can change strategy involved it might upset some users and I would like to hear your opinions and ideas about it.
So... consumable upgrades:
There will be 2 types of upgrades (ideas for more are welcome). Attack boost and defense boost. You place defense boost on you region and then it just sits there until that region is attacked. When that region is attacked and you lose battle, defense boost activates itself and forces re-roll thus giving you better chance defending that region. When it activates it is used up and disappears from game. Attack boost work same way except you activate it before attacking and forces re-roll if you lose (or there is draw) thus increasing your chances for successful.
Number of boosts per game will be limited so no one can buy his way to victory. Lets say you can use 5 attack and defense boost each game until you run out, when you do, you can buy more in shop (for coins or shards)
This is what I got so far and that basic idea probably won't change much.
Here are few ideas you might discuss:
- should be boosts consumed even if not used? E.g. if I have defense boost in place and I win fight and successfully defend myself on first try, should the boost remain in there or should it be consumed?
- what might be other types of boosts?
- what should the boost limit per game be (if any?) in your opinion
Re: New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 3:26 pm
by guestguest
You should be able to change your defence boosts to super defence boosts that defends all your teritories, but it is only like 20% chance they works.
I also thinks you should be able to use boosts thrice a game. Too many and it will only be the boosts choosing the winner.
Re: New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 4:02 pm
by Chess435
Consumable boosts seem..... iffy. A reroll doesn't seem too bad in and of itself, but if used correctly, could totally change the course of a game. I'd personally limit them to 3 a match, or maybe 1 per match per 10 levels, and disallow them from tournaments, so people don't think they need them to win. One question: If a territory with an attack boost attacks one with a defense boost, how do those interact?
Re: New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 4:10 pm
by Lopdo
limit 1 is too low, 3 might me too low as well especially in big maps (I tried to play game and think where would I use boosts and there were just too many occasions

). I might have 2 limits based on map size or something.
Attack boost isn't placed on territory, you activate it before you attack (imagine it is in you hand, not on board). If there are both boosts present during fight nothing changes, if loser has boost than it gets re-rolled, so in theory there can be 2 re-rolls
Re: New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 4:25 pm
by 1N5AN3
I think on S,M and L maps you can take 3 boosts, on XL and XXL you can take 5.
Meaby army spawn boost. On end of turn you activate it and you get 2-3 more army. Or meaby move boost, you can move army from one territory to another.
Re: New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 4:30 pm
by Lopdo
yeah, I expected army move boost suggestion

I was thinking a lot about that one and decided not to do it.. I am still considering spawn boost, but there is problem with balance, if used at the beginning it would be too big advantage if it gave you fixed amount of troops (lets say +2).. it would have to be similar to insectoids, maybe +20%
Re: New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 4:50 pm
by Chess435
Lopdo wrote:yeah, I expected army move boost suggestion

I was thinking a lot about that one and decided not to do it.. I am still considering spawn boost, but there is problem with balance, if used at the beginning it would be too big advantage if it gave you fixed amount of troops (lets say +2).. it would have to be similar to insectoids, maybe +20%
A fixed amount of troops wouldn't be too bad if you simply disallowed them in the first 3-5 rounds.
Re: New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 4:51 pm
by 1N5AN3
Hahah.

You can make all boosts consumable after 4th or 5th turn.And you can make a spawn boost that give you like 30% but it randomy place, and you can take only one in game.That would be fair. Or you make 10% and you pick were to place it. And you can take as much as game gives you.
I dont wont to open a new topic so il ask here. Do you have in plan make an game type ''Fog of war''?

Re: New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 4:54 pm
by Chess435
1N5AN3 wrote:Hahah.

You can make all boosts consumable after 4th or 5th turn.And you can make a spawn boost that give you like 30% but it randomy place, and you can take only one in game.That would be fair. Or you make 10% and you pick were to place it. And you can take as much as game gives you.
I dont wont to open a new topic so il ask here. Do you have in plan make an game type ''Fog of war''?

That would be an interesting game setting. The only problem I can see is initial placement, where you can't see anything.....
Re: New feature: Consumable boosts

Posted:
Fri Oct 07, 2011 4:55 pm
by Lopdo
this was already discussed elsewhere, please stay on topic, this is really important to me... I don't want to destroy the game