New feature: Consumable boosts

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Re: New feature: Consumable boosts

Postby puma » Sat Oct 08, 2011 2:29 pm

I think this idea Lopdo proposes may be cool and interesting to medium and high level players, since it includes one more variable to consider while setting your strategy. On the other hand I think it might push away new players that might find it too difficult to use to their advantage due to "choice overload". Since the game has gone 1.0 around 60 per cent of players basically don't have a clue of what they are doing, and can't hardly tell what hardcore, random, or manual means in terms of how that affects their performance. Put another variable in the game and most users are going to start feeling like a blind monkey trying to land a fighter plane on a carrier during a storm.

In a nutshell, I think that we would thank you for the change, but you could be damaging the expandability ( is that even english? anyway you know what I mean ;),) and marketing base of your game.
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Re: New feature: Consumable boosts

Postby Chess435 » Sat Oct 08, 2011 3:57 pm

Any chance we'll be able to buy these in bulk? I don't want to spend half an hour clicking the "buy" button. ;)

Example:
1 bonus = 30 shards/2 coins
10 bonuses = 250 shards/15 coins
100 bonuses = 2000 shards/120 coins
"I see now that the circumstances of one's birth are irrelevant; it is what you do with the gift of life that determines who you are." - Mewtwo
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Re: New feature: Consumable boosts

Postby Lopdo » Sat Oct 08, 2011 3:59 pm

yes, they will be sold in bulks
Quis custodiet ipsos custodes?

- Feel free to correct all my grammar mistakes -
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Re: New feature: Consumable boosts

Postby CanadianWarrior » Sat Oct 08, 2011 5:35 pm

sounds good. you could add another 1 which you placed on 3 territoires and would give them +1 unit on the end of the following go from when placed.
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Re: New feature: Consumable boosts

Postby guestguest » Sat Oct 08, 2011 7:52 pm

What about a nuke boost (or whatever name )
You should place it on a enemy territory, and it would turn it into an emty spot. Not able to do if the enemy have less than 5 territories( or whatever number )
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Re: New feature: Consumable boosts

Postby Norman Bates » Sat Oct 08, 2011 8:25 pm

That would make the game pretty easy, say a guy has a whole bunch of territory, and you put it in a spot where it would split him in half, and you pretty much just beat him without even trying.
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Re: New feature: Consumable boosts

Postby CanadianWarrior » Sat Oct 08, 2011 8:59 pm

Yes - the nuke idea makes it to easy
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Re: New feature: Consumable boosts

Postby gladoscc » Sun Oct 09, 2011 12:55 am

Lopdo wrote:What if I add option to disable all bonuses (upgrades, race bonuses, boosts)? so you can choose if you want to have all or nothing

That sounds good. Also, I think you should roll out defensive boosts (at least selling them) first. I'd get much more frustrated if someone paid more money than me and destroyed me. Not so much frustrated if I can't destroy them.
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Re: New feature: Consumable boosts

Postby techgump » Sun Oct 09, 2011 2:17 am

I'd get much more frustrated if someone paid more money than me and destroyed me. Not so much frustrated if I can't destroy them.


One in the same don't you think? If you can't destroy me, then I will destroy you. Well, actually, I'll do that regardless.
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Re: New feature: Consumable boosts

Postby gladoscc » Sun Oct 09, 2011 2:27 am

techgump wrote:
I'd get much more frustrated if someone paid more money than me and destroyed me. Not so much frustrated if I can't destroy them.


One in the same don't you think? If you can't destroy me, then I will destroy you. Well, actually, I'll do that regardless.

People don't like losing land.
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