*Author

Offline Gocubbies1212

  • Hero Member
  • *****
  • Posts: 1061
  • Country: us
  • Reputation Power: 13
  • Gocubbies1212 is taking their first peeks out of the Antlion's burrow.Gocubbies1212 is taking their first peeks out of the Antlion's burrow.
  • Proudly took 4th place in CL 2010
Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg405056#msg405056
« Reply #12 on: October 06, 2011, 01:15:03 am »
for the trainer, are you thinking something like: if you train in your main city, you can gain Tier 2 skills from the elements directly to the left/right of your city and Tier 1 skills from elements to the immediate left/right of them?

ex: board positions: :death :darkness :earth :time :gravity :water :life :light :air :aether :entropy :fire   :underworld in the middle

 :earth :time :gravity :water :life

 :gravity is main city with upgraded trainers.  originally, they could get Tier 1 skills from :time and :water (from gravity main city).  with upgrade, they can get Tier 2 skills from :time and :water (when training in Gravity city).  AND get Tier 1 skills from  :earth and  :life... possibly 1 (only one) Tier 1 skill from :underworld (just so that they aren't left out).  then the # increases with upgrades.

Edit: another suggestion: Make all upgrades like trading, trainers, etc only available to that element's team.  So, :gravity city has upgraded trainers.  People from Team :water can't use them.
[02:20:36] jmdt: i think gocubbies will win the underworld tourny
I failed to account for the gocubbies factor. - Boingo
I like to make flying weapons decks.

Offline ak65ala

  • Sr. Member
  • ****
  • Posts: 624
  • Reputation Power: 8
  • ak65ala is a Spark waiting for a buff.
  • New to Elements
Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg405161#msg405161
« Reply #13 on: October 06, 2011, 04:06:48 am »
Let's have some improvements that mess with the economy!  Since card price depends on the number of cards owned by players, here are my ideas.

Underground Storage: Level 1: Store 20 common cards.  Level 2: Store 35 common cards & 10 uncommon cards. Level 3: Store 50 common cards, 20 uncommon, and 10 rare cards.

These cards are put up into the storage.  No player owns them, they are stored to either rise the price or even empty the market, leading to not being able to buy certain cards.  Now, we need a balance to this.

Black Market: Level 1: gain access to discounts & specials on your cards.  Level 2: Yours and one other element of your choice.  Level 3: yours and 3 of your choice.

You can make the cards available change every 3 days or so.  Put up like 2 cards from each element at random for some awesome price, able to be bought no matter the number available using normal means.  You can have like a 70% chance for commons, 15% for uncommons, 10% for rares and 5% for nymphs, shards, other fun things.  (limit like buy 1 of the super rares per time they appear.)

Other ideas:

Arena: Allows your city to be a possibility for the circus to stop.  Passively each level increases your's people's happiness (increasing money gained or something.)

Portal: Level 1, 2, building.  Level 3, travel to targeted capital.  Targeted capital must have a portal targeted to your capital.  Travel takes 1 day.

Tavern: Allows bets to me made towards the lottery.  A bet made in the city grants your city revenue.  The lottery can be an awesome bonus (+XP, cool solo quest chain, cards, electrum, super rare card) Level 1-3 decreases the cost of 1 ticket.

Builder's Guild: Decreases the cost and resources for other improvements, like 5% per level.

Assassin's Guild: Increases your element's ability to put warrants up on people.  Perhaps decreased cost to post, de-buff the target, hide your element when you post.

Temple: Spreads your element's influence.  Level 1: Hexes surrounding your capital take 4 actions to neutralize (able to throw 2 banners on the hex) Level 2: Same can be done to hexes surrounding your towns.  Level 3: can be done to hexes 2 hexes away from your capital and towns.

Guild Hall: Access to quests.  Level 1-3: easy, medium, hard.

Library: Access to information that could make quests easier, faster.  Could be boring though...

Might think of more later...

Offline Gocubbies1212

  • Hero Member
  • *****
  • Posts: 1061
  • Country: us
  • Reputation Power: 13
  • Gocubbies1212 is taking their first peeks out of the Antlion's burrow.Gocubbies1212 is taking their first peeks out of the Antlion's burrow.
  • Proudly took 4th place in CL 2010
Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg405267#msg405267
« Reply #14 on: October 06, 2011, 11:48:51 am »
Let's have some improvements that mess with the economy!  Since card price depends on the number of cards owned by players, here are my ideas.

Underground Storage: Level 1: Store 20 common cards.  Level 2: Store 35 common cards & 10 uncommon cards. Level 3: Store 50 common cards, 20 uncommon, and 10 rare cards.

These cards are put up into the storage.  No player owns them, they are stored to either rise the price or even empty the market, leading to not being able to buy certain cards.  Now, we need a balance to this.

Black Market: Level 1: gain access to discounts & specials on your cards.  Level 2: Yours and one other element of your choice.  Level 3: yours and 3 of your choice.

You can make the cards available change every 3 days or so.  Put up like 2 cards from each element at random for some awesome price, able to be bought no matter the number available using normal means.  You can have like a 70% chance for commons, 15% for uncommons, 10% for rares and 5% for nymphs, shards, other fun things.  (limit like buy 1 of the super rares per time they appear.)

Other ideas:

Arena: Allows your city to be a possibility for the circus to stop.  Passively each level increases your's people's happiness (increasing money gained or something.)

Portal: Level 1, 2, building.  Level 3, travel to targeted capital.  Targeted capital must have a portal targeted to your capital.  Travel takes 1 day.

Tavern: Allows bets to me made towards the lottery.  A bet made in the city grants your city revenue.  The lottery can be an awesome bonus (+XP, cool solo quest chain, cards, electrum, super rare card) Level 1-3 decreases the cost of 1 ticket.

Builder's Guild: Decreases the cost and resources for other improvements, like 5% per level.

Assassin's Guild: Increases your element's ability to put warrants up on people.  Perhaps decreased cost to post, de-buff the target, hide your element when you post.

Temple: Spreads your element's influence.  Level 1: Hexes surrounding your capital take 4 actions to neutralize (able to throw 2 banners on the hex) Level 2: Same can be done to hexes surrounding your towns.  Level 3: can be done to hexes 2 hexes away from your capital and towns.

Guild Hall: Access to quests.  Level 1-3: easy, medium, hard.

Library: Access to information that could make quests easier, faster.  Could be boring though...

Might think of more later...
I love the idea of most of these...  amazing suggestions imo :D
[02:20:36] jmdt: i think gocubbies will win the underworld tourny
I failed to account for the gocubbies factor. - Boingo
I like to make flying weapons decks.

Scaredgirl

  • Guest
Re: Coming soon: Custom Cities https://elementscommunity.org/forum/index.php?topic=32033.msg405957#msg405957
« Reply #15 on: October 07, 2011, 07:51:25 pm »
Thanks for all the ideas. Some of them were what I was already planning on doing, others were better than what I had planned. Some ideas have to be discarded because they would be a nightmare to organize.

I will take a closer look tomorrow. Thanks again.

 

anything
blarg: