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

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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby Shadowood » Wed Apr 24, 2019 1:42 pm

Snowy McScruffy wrote:I like it however players will have to stay in established guilds to have a fair shake. While giving no benefits once kicked or left the guild.
It needs to have a way for players to leave and retain some of the investment.

Example.

A group of players contributes 60% of the resources/gold for guild tech and they gains a contribution score valued at their percentage invested
Invest %5 of resources your score is 5

Once Contribution score of a tech is below 50 in a guild, the tech is lost and the guild has to research the tech again.

Each player also gains a small bonus to research this tech in line with their contribution. Bonus %(Contribution_Score/10)*

*Max of %10 bonus


Interesting idea. Never seen a model like this in other games. It’s usually just once it’s there it’s there.
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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby DezNutz » Wed Apr 24, 2019 2:43 pm

Snowy McScruffy wrote:I like it however players will have to stay in established guilds to have a fair shake. While giving no benefits once kicked or left the guild.
It needs to have a way for players to leave and retain some of the investment.

Example.

A group of players contributes 60% of the resources/gold for guild tech and they gains a contribution score valued at their percentage invested
Invest %5 of resources your score is 5

Once Contribution score of a tech is below 50 in a guild, the tech is lost and the guild has to research the tech again.

Each player also gains a small bonus to research this tech in line with their contribution. Bonus %(Contribution_Score/10)*

*Max of %10 bonus


You leave the guild, you lose the bonus from the guild. I don't think there should be residual effects.

I do like the idea of a guild bonuses having to be maintained instead of them being purchased and staying forever. With this, you could then place limitations on which bonuses can be obtained, thus preventing one guild from having every bonus, thus making a more diverse guide pool. Guides could than change their focuses by not maintaining a set bonus and putting the resources elsewhere.

For instance, using the tech tree as suggested by the OP, reaching a certain tier on one branch of research would restrict research beyond a certain point on other branches. To restore access to those areas, the bonus would have to (for the lack of a better word) decay to a point where the other choices are available.
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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby Charles Vane » Wed Apr 24, 2019 3:06 pm

Finally some discussion on specialization and not a “can do it all approach” :y
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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby DezNutz » Wed Apr 24, 2019 3:11 pm

Charles Vane wrote:Finally some discussion on specialization and not a “can do it all approach” :y


For all and Do All are not the same thing.
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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby Magnus the red » Wed Apr 24, 2019 8:58 pm

Charles Vane wrote:Finally some discussion on specialization and not a “can do it all approach” :y

+1 the game is built upon the concept of a community so in each community everyone serves a niche or role your neighbor who Welds is probably not your doctor as well so the man who steals all your ships shouldn't also send you a loan offer or have 10 plantations
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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby PFH » Sun Apr 28, 2019 4:17 pm

Magnus the red wrote:
Charles Vane wrote:Finally some discussion on specialization and not a “can do it all approach” :y

+1 the game is built upon the concept of a community so in each community everyone serves a niche or role your neighbor who Welds is probably not your doctor as well so the man who steals all your ships shouldn't also send you a loan offer or have 10 plantations

+1 to that.

Specialization is key. I believe this suggestion could further the game in specialization of guilds. Make a training guild more of a training guild, make a mercenary more mercenary, make a banking guild more banking, and so on.
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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby Kangaroo » Mon Apr 29, 2019 12:47 pm

+1
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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby PFH » Mon Apr 29, 2019 2:11 pm

So far many community +1’s

Additionally 2 +1’s from the team. Banger is your +1 still the same from your earlier posts in this topic?
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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby Shadowood » Mon Apr 29, 2019 5:18 pm

The OPer seems to be a very smart man and you should implement all his ideas.

Still a +1 for me.
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Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby Banger » Tue Apr 30, 2019 5:38 pm

I am still a +1
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