Guild Based Bonuses / Guild Cont. System / Tech Tree(Medium)

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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby PFH » Sat Aug 12, 2017 2:50 am

Like the Guild Arena thing I had, except with different events? Not bad...
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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby Sir Thalius Hayle » Sat Aug 12, 2017 3:26 am

+1
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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby Maha » Sat Aug 12, 2017 4:59 am

i like the idea, but i would like to see that choices have to be made during the development of the tech etc. e.g. when option A is chosen than options B to D are no longer available. OR when 1 option is chosen than another option has to be scratched.

this way all guild will develop in unique ways and add flavor to the game. when all options are accessible to all guilds it will just limit the number of guilds to chose from. a bit like nations are now divided by port-no/port. this would imo not be a good option.

a way to keep establishing new guilds an option is to: 1) make new tech availble only for new to start guilds (old guilds with high tech vs new guilds with new tech) 2) tech will ome availible due to membership and duratiotion of those members in the game, both with caps to ensure that mega guilds have no advantage to smaller guilds this way.
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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby Shadowood » Sat Aug 12, 2017 2:35 pm

Meliva wrote:+ 1 from me as well. I think this idea would also help to discourage newbie from starting their own guilds due to lack of resources. If you need help deciding the prices shadow, feel free to message me for help if you want, I'm pretty good with numbers :D


I would love some math help on this topic. What would you have a guild contribute as far as resources to have a lvl 1 trader tech (2% more cargo). And time to research? Once you get a base then we can just add a multiplier for the next levels.
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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby Meliva » Sat Aug 12, 2017 3:07 pm

Shadowood wrote:
Meliva wrote:+ 1 from me as well. I think this idea would also help to discourage newbie from starting their own guilds due to lack of resources. If you need help deciding the prices shadow, feel free to message me for help if you want, I'm pretty good with numbers :D


I would love some math help on this topic. What would you have a guild contribute as far as resources to have a lvl 1 trader tech (2% more cargo). And time to research? Once you get a base then we can just add a multiplier for the next levels.



I think before we discuss the base and start doing the math, we should compile a list of all the techs that can be offered and what their max limit is, aswell as their effects. I also agree with Maha that it would be good to add the condition that no guild no matter how rich and powerful can get all the techs. This would make guilds have to focus on what they deem the most beneficial. Pirate guilds can get pirate techs, merchant guilds merchant tech, maybe have tech that helps with national issues for any nation guilds etc. Once we know what all we plan to use, then we can start working on the base of all those options.
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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby Meliva » Sat Aug 12, 2017 3:11 pm

But if you want me to just throw out what I think a solid base should be, I would say we look at the individual player techs bases, and take some of those numbers and multiply by 10. Since I think most guilds should be able to get 10 members with no real trouble. or perhaps multiply by a bigger number, such as 15 or 20. So to plug in the level 1 trader tech(2% more cargo) we can just plug in the Spanish galleon tech(closest thing to it) base number of 3 million, and make the trader tech 30 million.
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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby Shadowood » Sat Aug 12, 2017 3:14 pm

Not sure I like that as most guilds are diverse with traders and pirate. I will say that there are more traders then pirates but a guild should be able to gain multiple "techs" if they put in the effort.

Perhaps a middle ground is needed, but not sure just yet. Suggestion: let's say each tech has 10 levels. Perhaps only 10 upgrades are allowed for equal techs. So you could have 5 of trader and 5 of pirate. Or go 10 of one and 0 of another. See where I am going with this?

Would have to design the tree to be mirror image on the way down to achieve the above suggestion
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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby Meliva » Sat Aug 12, 2017 3:21 pm

Shadowood wrote:Not sure I like that as most guilds are diverse with traders and pirate. I will say that there are more traders then pirates but a guild should be able to gain multiple "techs" if they put in the effort.

Perhaps a middle ground is needed, but not sure just yet. Suggestion: let's say each tech has 10 levels. Perhaps only 10 upgrades are allowed for equal techs. So you could have 5 of trader and 5 of pirate. Or go 10 of one and 0 of another. See where I am going with this?

Would have to design the tree to be mirror image on the way down to achieve the above suggestion


Yeah I definitely agree a middle ground should be an option, and perhaps a way to undo a level and go another route if the guild feels they made a mistake. But I definitely think some sort of limit should be there, so no guild can just have all the techs. One method could be that lets say there are a total of 10 techs with 10 levels, for a total of 100. A guild should be allowed to research a certain number before being unable to go further. I think 60 could be a good number. So a guild can have at most 60% of all techs(just a little under 2/3ds.
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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby Shadowood » Fri Dec 08, 2017 7:04 pm

BUMP

Due to recent topic discussion.
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Re: Guild Based Bonuses / Guild Contribution System / Tech T

Postby D00T » Sat Dec 09, 2017 4:03 pm

+1

Similar to War Planet, you can donate resources for unit upgrades
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