View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0011286 | Skyward Collapse | Gameplay Idea | May 5, 2013 12:36 pm | May 13, 2013 8:56 pm | |
Reporter | orzelek | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | .802 | ||||
Summary | 0011286: Make building upgrades more meaningful | ||||
Description | Currently building upgrades are giving only more points. It would be nice for them to have more meaning: 1. For unit production buildings make building level limit level of produced units. 2. For resource buildings increase production per turn and storage capacity. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
has duplicate | 0011340 | closed | Leveling up buildings |
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I don't like 0000001, as that is already handled by the 'school' buildings. Upgrading every single military building individually would be a real pain as well, especially considering I already need manage the other production buildings to get the structure to produce the units I want. Unfortunately, I'm not sure what a good alternative would be. 0000002 sounds good. One question for you: what about Town Centers? Those can be upgraded as well. |
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I haven't thought about town centers. I have no idea what is actually possible - stuff like increase city range or give bonuses to collected resources in this city would come to mind. Easiest thing to do would be probably offer hp boost to other buildings from city upgrades and make them priced appropriately for the bonus. |
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On (1) versus schools: I think it may be possible to introduce a bonus to the units produced by that building, although this can conflict with ruins bonuses. Specifically, I think if schools keep their unit level upgrades (makes it a lot easier to upscale the conflict), then military building upgrades can do something like multiply the unit bonuses of the things that come out. Level 4 Siegecraft, hehe.... The converse will take a lot of god actions to upscale the conflict to match bandit levels. (2): added production is probably a good course. Each level upgrade should be less than plonking down a new tile, however. Making them more attractive to chapmen will also be good, which will help you "control" what they end up doing. Town-centers: I would advise not upgrading their radius. There are existing issues with powerful diplomacy and the code for resource tile placement is probably tied to town radii. HP-boost to other buildings would be nice, or possibly giving town centers an attack to fend off bandits (this could also be done to military buildings and towers instead). With resource rates as they stand, I don't want to buff them multiplicatively with a town-center upgrade. |
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Since we removed these... |
Date Modified | Username | Field | Change |
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May 5, 2013 12:36 pm | orzelek | New Issue | |
May 5, 2013 1:39 pm | Winge | Note Added: 0031824 | |
May 5, 2013 2:56 pm | orzelek | Note Added: 0031827 | |
May 6, 2013 3:52 am | zharmad | Relationship added | has duplicate 0011340 |
May 6, 2013 4:03 am | zharmad | Note Added: 0031881 | |
May 7, 2013 12:40 pm | tigersfan | Internal Weight | => Feature Suggestion |
May 7, 2013 12:40 pm | tigersfan | Status | new => considering |
May 13, 2013 8:56 pm | Chris_McElligottPark | Note Added: 0032245 | |
May 13, 2013 8:56 pm | Chris_McElligottPark | Status | considering => closed |
May 13, 2013 8:56 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 13, 2013 8:56 pm | Chris_McElligottPark | Resolution | open => no change required |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |