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Scaredgirl

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Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg342563#msg342563
« on: May 29, 2011, 07:34:05 am »
Please post feedback about the round revenue system.

Scaredgirl

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Re: Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg342567#msg342567
« Reply #1 on: May 29, 2011, 07:45:33 am »
Current system gives an element revenue based on how many (and what) hexes they control. This revenue is then divided among all the players.

The round revenue has all kinds of problems, both technical (how :electrum is added to character sheets) and theme-wise (why are you getting more cash by sitting in a city and doing nothing?)

I was thinking about a following system.

Elements get :electrum based on how many hexes it controls, BUT the revenue goes to the "crown", not the players. The King (or whatever) decides how this revenue is spent. King can either give the revenue to the players, use it to build stuff like new towns, make certain players "Wanted", etc. Possibilities are endless really. Not only would this kind of system be more realistic, it would also be much more simple and open up interesting opportunities for politics, role-playing, etc.

Offline Shantu

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Re: Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg342568#msg342568
« Reply #2 on: May 29, 2011, 07:52:39 am »
The problem with that, as I see it, would be the higher amount of player involvement needed. This wouldn't be bad, but throwing numbers around to people will lead to miscalculation and manual character sheet updating, which again, leads to more errors.
There could be an interface for kings to dispose money to players, though.. if it could update all the character sheets with the electrum, it could work.

Overall, I like the idea, it just needs to be executed properly.

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Re: Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg342574#msg342574
« Reply #3 on: May 29, 2011, 08:02:56 am »
So this means players of a fraction have to elect a King amongst themselves? If that so, the King also have to run around doing quests (will he/she get some 'bonus defenses' to not be the #1 target)?

Maybe he could be given a seperate table for gaining experience, like fulfilling leadership roles (diplomacy, giving out orders/quests to their faithful, etc.), so he shouldn't venture like the others, and gaining levels based mostly on the completed quests of their servants.
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Re: Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg342639#msg342639
« Reply #4 on: May 29, 2011, 02:37:58 pm »
Current system gives an element revenue based on how many (and what) hexes they control. This revenue is then divided among all the players.

The round revenue has all kinds of problems, both technical (how :electrum is added to character sheets) and theme-wise (why are you getting more cash by sitting in a city and doing nothing?)

I was thinking about a following system.

Elements get :electrum based on how many hexes it controls, BUT the revenue goes to the "crown", not the players. The King (or whatever) decides how this revenue is spent. King can either give the revenue to the players, use it to build stuff like new towns, make certain players "Wanted", etc. Possibilities are endless really. Not only would this kind of system be more realistic, it would also be much more simple and open up interesting opportunities for politics, role-playing, etc.
Theme-wise, I think the current system can still work. WoE is probably some kind of feudal system, where the government is comprised of various nobles (the players) who maintain their own armies and lands, and are in turn governed by the king. Presumably whenever new lands are added to the kingdom, they are divided up amongst the nobles who gain income from the lands (through farming, mining, taxing inhabitants, etc.). The king of course would receive a lion's share of land, and could still use his/her income in the ways you described.

I also think having the players receive income in this way is a good and easy way to ensure that players have a real interest in the success of their element.

Scaredgirl

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Re: Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg342704#msg342704
« Reply #5 on: May 29, 2011, 05:36:52 pm »
The problem with that, as I see it, would be the higher amount of player involvement needed. This wouldn't be bad, but throwing numbers around to people will lead to miscalculation and manual character sheet updating, which again, leads to more errors.
There could be an interface for kings to dispose money to players, though.. if it could update all the character sheets with the electrum, it could work.

Overall, I like the idea, it just needs to be executed properly.
I don't think it would drastically increases player involvement. All it really needs is one person ("King") having both his or her own electrum and the electrum of the "crown". It sounds very simple to me actually, even if there was no automated system.

So this means players of a fraction have to elect a King amongst themselves? If that so, the King also have to run around doing quests (will he/she get some 'bonus defenses' to not be the #1 target)?

Maybe he could be given a seperate table for gaining experience, like fulfilling leadership roles (diplomacy, giving out orders/quests to their faithful, etc.), so he shouldn't venture like the others, and gaining levels based mostly on the completed quests of their servants.
Yes, players will choose some kind of government, either one led by a "King" or some kind of a "Senate". I will post more details about that later.

That is indeed an interesting idea, but could potentially be pretty complex. It also has the problem of King being forced to do paperwork while others do all the fun stuff like PvP. But some kind of hybrid solution could work.

Current system gives an element revenue based on how many (and what) hexes they control. This revenue is then divided among all the players.

The round revenue has all kinds of problems, both technical (how :electrum is added to character sheets) and theme-wise (why are you getting more cash by sitting in a city and doing nothing?)

I was thinking about a following system.

Elements get :electrum based on how many hexes it controls, BUT the revenue goes to the "crown", not the players. The King (or whatever) decides how this revenue is spent. King can either give the revenue to the players, use it to build stuff like new towns, make certain players "Wanted", etc. Possibilities are endless really. Not only would this kind of system be more realistic, it would also be much more simple and open up interesting opportunities for politics, role-playing, etc.
Theme-wise, I think the current system can still work. WoE is probably some kind of feudal system, where the government is comprised of various nobles (the players) who maintain their own armies and lands, and are in turn governed by the king. Presumably whenever new lands are added to the kingdom, they are divided up amongst the nobles who gain income from the lands (through farming, mining, taxing inhabitants, etc.). The king of course would receive a lion's share of land, and could still use his/her income in the ways you described.

I also think having the players receive income in this way is a good and easy way to ensure that players have a real interest in the success of their element.
Yep, does make sense in most cases, but I'm a bit worried about offline players getting the same amount of cash as active players who actually do the capturing and fighting. Having a system where you get paid for work done, would probably be more fair.

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Re: Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg342749#msg342749
« Reply #6 on: May 29, 2011, 07:02:03 pm »
What I mean is this: The King gets the revenue at the beginning of the round. He has to come online and distribute it to the players, who then have to update their sheet. If the king comes online only later in the round, everything will be delayed. The players won't be able to buy stuff because they don't know how much electrum they receive, and they might totally miss the electrum if they are not online at the end of the round. Not really sure if it's clear what I mean.

Scaredgirl

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Re: Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg342757#msg342757
« Reply #7 on: May 29, 2011, 07:13:24 pm »
What I mean is this: The King gets the revenue at the beginning of the round. He has to come online and distribute it to the players, who then have to update their sheet. If the king comes online only later in the round, everything will be delayed. The players won't be able to buy stuff because they don't know how much electrum they receive, and they might totally miss the electrum if they are not online at the end of the round. Not really sure if it's clear what I mean.
Idea is not to make the King a person who distributes wealth to others. Idea is to have King use the cash Vault of that element to benefit the whole element. :electrum would probably used mostly for stuff like strengthening city defenses, building new things, paying rewards for enemies of the element, etc.

Round revenue shouldn't be something that is an important part of individual players' cash flow, mainly because UW doesn't have one. Round revenue would only be a bonus, and players would get their main income from somewhere else.

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Re: Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg342829#msg342829
« Reply #8 on: May 29, 2011, 09:32:15 pm »
What I mean is this: The King gets the revenue at the beginning of the round. He has to come online and distribute it to the players, who then have to update their sheet. If the king comes online only later in the round, everything will be delayed. The players won't be able to buy stuff because they don't know how much electrum they receive, and they might totally miss the electrum if they are not online at the end of the round. Not really sure if it's clear what I mean.
Idea is not to make the King a person who distributes wealth to others. Idea is to have King use the cash Vault of that element to benefit the whole element. :electrum would probably used mostly for stuff like strengthening city defenses, building new things, paying rewards for enemies of the element, etc.

Round revenue shouldn't be something that is an important part of individual players' cash flow, mainly because UW doesn't have one. Round revenue would only be a bonus, and players would get their main income from somewhere else.
How about using the round revenue for the crown (from cities, towns and hexes) and use a reputation based revenue for the players. Something like: for every positive reputation you have with that element you would gain X electrum. (because the king/senate/whatever likes you, and compensates you for your trouble).
Oh, and the extra round revenue could come from skills, like the Trade routes skill from water (Every round, gain +10 Electrum for each city and + 5 Electrum for each town controlled by your element.)
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Scaredgirl

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Re: Woe Alpha - Revenue Feedback https://elementscommunity.org/forum/index.php?topic=26952.msg360244#msg360244
« Reply #9 on: July 03, 2011, 07:16:03 pm »
What I mean is this: The King gets the revenue at the beginning of the round. He has to come online and distribute it to the players, who then have to update their sheet. If the king comes online only later in the round, everything will be delayed. The players won't be able to buy stuff because they don't know how much electrum they receive, and they might totally miss the electrum if they are not online at the end of the round. Not really sure if it's clear what I mean.
Idea is not to make the King a person who distributes wealth to others. Idea is to have King use the cash Vault of that element to benefit the whole element. :electrum would probably used mostly for stuff like strengthening city defenses, building new things, paying rewards for enemies of the element, etc.

Round revenue shouldn't be something that is an important part of individual players' cash flow, mainly because UW doesn't have one. Round revenue would only be a bonus, and players would get their main income from somewhere else.
How about using the round revenue for the crown (from cities, towns and hexes) and use a reputation based revenue for the players. Something like: for every positive reputation you have with that element you would gain X electrum. (because the king/senate/whatever likes you, and compensates you for your trouble).
Oh, and the extra round revenue could come from skills, like the Trade routes skill from water (Every round, gain +10 Electrum for each city and + 5 Electrum for each town controlled by your element.)
That would make a lot of sense, but I'm starting to think that the whole revenue system would be way too complex if players were given round revenue. There is a high probability that individual players will have to earn all their Electrum.

I'll post more about this later.

 

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