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Suggestions & Ideas : Couple more suggestions
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July 30, 2012, 5:39 am
Posts: 4
Now that I have played this for a bit I thought I may Chime in as well.

First, I disagree with the jumping, I think that would make things a bit too easy. it'd be nice to not have to navigate the same paths I built to slow mobs down before getting to the secure part of my base, but I can deal with it.

Second, I think you should be able to buy upgrades for your towers. As you are coming further along in funds you should be able to start upgrading existing towers from wood to iron, etc.

I also feel like traps would be a good addition to this game. Traps that slow every mob that walks through a square, or spear traps you can set into a wall. one time 'boulder rolling' traps for when a mob breeches your stairs, those kinds of things can add a bit more strategy.

Maybe some towers designed specifically for Anti-Air mobs with a larger range too


I also think it would be very, very cool to be able to tell your worksers to build stuff.


I think the first few days are a bit rough, you have to move very quick and try to be extremely effecient with your time. I think your first day should be twice as long as a normal day so you can get the basics of a fort started.

Also, the day timer starts before you actually spawn. this is a bit deceptive as sometimes you could be planning out your first moves before spawning thinking it is not taking up time.


Just a few thoughts.
July 31, 2012, 12:41 am
Posts: 117
I agree with mostly everything you've mentioned, except for:
"I think the first few days are a bit rough, you have to move very quick and try to be extremely effecient with your time. I think your first day should be twice as long as a normal day so you can get the basics of a fort started."

I think the first few days and nigths are slow and boring :P
July 31, 2012, 4:35 pm
Posts: 346
Thank you for your ideas. It's very helpful to have external points of views.

- I also think the first days are too shot for new players, and there are also too long for expert players. In one of the future version, I might double the duration of the first day, and initially give a "one time fast clock" to the player.

- For the "not have to navigate the same paths I built to slow mobs down before getting to the secure part of my base" part", it is planned to have, at some point, door/drawbridge mechanisms. This will basically solve this issue.

- Traps/anti-air towers are good ideas :)

- "Worker that can build stuffs" is also planned.

- I would like to avoid the possibility of upgrade towers.
For now, you can sell them to buy new more power ones.
We will see how it goes.
July 31, 2012, 5:38 pm
Posts: 117
If you're not going to make turrets able to be upgraded, then at least make us able to sell turrets for the same amount of coins that you buy them for .__.'
July 31, 2012, 8:07 pm
Posts: 346
I assumed that everybody liked this "tax" system :)

I might reduce the tax percentage.
July 31, 2012, 10:10 pm
Posts: 117
Yea, please do :P
July 31, 2012, 10:21 pm
Posts: 92
Hello,
I'm not so sure if it's good if you lower the "tax" like you call it, because I think that it's the lowered return value of the items makes the game more strategic, because you need to plan more what you want to buy and where to place it it. Maybe you could add some kind of difficulty modes the easier the more money you get, the less things cost, and the more you get back by selling things.

biro
July 31, 2012, 10:22 pm
Posts: 4
I was also thinking, What about pre-made structures you can build that you can have your workers work in. IE a stone quarry that can have up to, say, two workers that slowly produces stone to build with. Or a gold mine that produces a small amount of coins every day (capped, maybe) You can have mobs aggro these structures like they do the wheat farms and workers., requiring the player to protect them as well.

Maybe some random events like a caravan or merchant that appears right before sunset on larger maps that has to make his way torwards your base and you have to go out and defend them from mob attacks.

Maybe siege weapons that the player has to manually aim like a catapult or ballistae. Maybe the player can train his workers on using these things?


Just a few more thoughts, heh.
July 31, 2012, 10:26 pm
Posts: 92
I like the idea of having workers, who mine for you, but the amount they get for you must be really small, because if not it would destroy the balance. Also interesting is the idea of events that effect your own behaviour in the night, like you suggested. what could become difficult is the ability of the workers to build structures for you, because I think to instruct your workers takes longer than building it yourself.

biro
August 1, 2012, 9:59 am
Posts: 346
I'll think about these ideas...

I might be interresting
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