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#1 |
Garden Designer
Join Date: Dec 2007
Location: London
Posts: 1,012
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... just because of recent discussions on IRC and forums, and on a purely hypothetical basis at this stage, tell me this:
If you could start bushtarion from scratch, what would you keep? What would you change? What do you consider core and what do you consider chaff? Might be interesting to see if the playerbase has a general consensus on what they consider most important, and what changes they would love to see. For example, to start things off, I like being able to play with pure text and would always want this as an option, however I think it would be awesome to have images for each unit and maybe even an image for each development/construction ![]()
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My User Profile, please do check out my continued IDs of failure! http://www.bushtarion.com/portal/por...hp?Nick=Maxsim ![]() |
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#2 |
Landscape Designer
Join Date: Jul 2008
Location: Nonya
Posts: 1,217
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The Battle system is probably the big one.. Its more or less the core of the entire game.
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Retired.. more or less |
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#3 |
Tree Surgeon
Join Date: Dec 2007
Posts: 736
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Global pols!!
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#4 |
Official Helper
Tree Surgeon
Join Date: Dec 2007
Location: Arnhem
Posts: 554
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#5 |
Hydroponics Developer
Join Date: Dec 2007
Location: Manchester
Posts: 2,632
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The farming aspect is surplus to requirements, and probably cost us hundreds of possible players.
Also the fantasy route was a massive waste of time. Alliance HQs could be a great attraction if some work was put into them, adding a whole new tactical dimension to warfare.
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#6 |
Landscape Designer
Join Date: Apr 2008
Posts: 1,626
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Remove solo, random alliances, each alliance votes for leader, each alliance can have 4-8 'drafts' to choose players (have to pay BC's for). Can only delete account once a week.
Much higher decreasing income as your land gets higher. 10k land only gives ~20% more income than 5k, etc. Economy system may need more to it, I haven't put much thought in to it though. Kinda boring all you have to do is buy/steal land, fill it, buy harvesters and that's all there is to it. Build buildings on land? I don't know. Assuming the first two ideas happened, no alliances allowed to work together. Possibly each alliance can have 1 allied alliance (can only change once per round?) they can work with. |
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#7 |
Official Helper
Garden Designer
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Regarding the AHQ: Sordes made a brilliant suggestion regarding them that could form the basis of the new AHQ system.
I would keep the battle system. I would be in favour of keeping the planting system, as it makes it sort of unique, but I can see how this is a deterrant. I would remove fantasy - and work on getting it more paper-rock-scissor again. I would up the eta of every unit by 1, making each geo-attack take 1 hour each way, and giving players a bit more time to respond to pranks etc. I would revamp the AHQ system. I would look into implementing some sort of "community" that each player randomly appears within, which would get the same ally defence boost that alliances gets. These 10man clicks would act as a way of getting new players into the establishment - alliances would still be there of course. There's a lot of balancing and thoughts needed for that to work, but it's something I would look into, as a way of bonding players together. I would add a way of preparing and sending up to five mobs simultanously, from the same page. That this isn't already in place is pure bullshit. I'd revamp the whole HF system. Same with ally wars. And I'd look into balancing the game with units having twice the HP/AR and the same damage. Meaning that it's possible to land without destroying the target, leaving players with some units and something to play with when they return the next day. A way of creating alliances outside of the game, with their own home page attached to bushtarion. SO that the alliances would stick together for more rounds, with a possible increase of size as the playerbase expands. Also, the ally score should be total score/number of players. Making a small elite ally still viable for rank 1, while giving newbs protection of the masses. An app/something similar is a must for gaining new players. A way must be found to implement this with the standard world without making either version superior in form of playability or simplifiedness.
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Audentes Fortuna Iuvat |
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#8 |
Official Helper
Garden Designer
Join Date: Dec 2007
Location: Cheshire, England
Posts: 1,040
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At the core is the Rock/Paper/Scissors style of routes, and the ability to gain ranks quickly if you're active, skilled, and determined (eg, keep stealing land and able to keep it)
Also adding in a feature around alliance HQs to make them more central to alliance wars.
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:: Steve_God :: Bringing comedy, humour, grandmas and lube to Bushtarion since Round 5... "GILFs for Life!" "[19:44] <@Timmiejj> i vote SG for #1" |
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#9 | |
Tree Surgeon
Join Date: Dec 2007
Posts: 736
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Theres only the same bunch of people posting on forums and the same bunch of people reading. Global pols had the same bunch of people posting but it also threw it in the faces of people who may not have known there was much of a community here, maybe drawing more people to become more involved with the community. And community brings keepers!
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#10 | ||
Hydroponics Developer
Join Date: Dec 2007
Location: Manchester
Posts: 2,632
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#11 | |
Tree Surgeon
Join Date: Jul 2010
Location: Surrey, UK
Posts: 661
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I definitely think more can be done with the AHQ sadly i don't have any ideas ![]()
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Put yourself in your enemy's shoes and show him what you want him to see. -Darksider Waves in defence, Waves in attack, We're fighting on The Boat! Last edited by edd; 13-04-2012 at 07:18 PM. |
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#12 | |
Head Gardener
Join Date: Feb 2011
Posts: 310
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there are people who don't aim at playing 'well' nor playing high ranked as a solo. they just want to have fun with the time they can contribute to the game. easy or difficult isn't the question. it's the liberty of being able to choose to play alone or with one or two friends. it's the freedom without pranks and sleepless nights. there are people who like to play the game this way depending on the rounds! don't exclude them! i think it's okay to keep both allies AND solos. 'coz personally, if i have to choose either play allied or not play, i'd take a round off easy and then dunno when or whether i come back to play or not. but anyway, probably agreeing/disagreeing isn't the purpose of this thread. :X sorryyyyyy!!! |
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#13 |
Landscape Designer
Join Date: Apr 2008
Posts: 1,626
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The only reason I put in removing solo is because I don't think having a choice outside of random alliances would work. I love solo, I've played solo a ton. Would love to see it stay (though it's a bit broken in some regards).
I think the drafts would be necessary ed. Ideally I wouldn't want them, but people want to play with a few of their friends (note: random alliances almost certainly wouldn't work in current Bushtarion because people are too used to being able to pick their entire alliance, would drive a lot of the remaining player base away). Also it adds a cool deminsion of having a small group of players throughout the rounds playing together, doing well, having fun, being known, or whatever. Also, drafts were fine for IC, although possibly somewhat poorly managed. |
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#14 |
BANNED
Tree Surgeon
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How about if you want to be part of a random alliance at the start then there can be an option to be assigned into one about a day before the round starts ticking, with other players who said they would be part of a random alliance, then spread the players out (more or less) evenly?
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#15 | |
Official Helper
Garden Designer
Join Date: Dec 2007
Location: Cheshire, England
Posts: 1,040
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:: Steve_God :: Bringing comedy, humour, grandmas and lube to Bushtarion since Round 5... "GILFs for Life!" "[19:44] <@Timmiejj> i vote SG for #1" |
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