Ericness
Active Member
So I've spending most of this year's soccer event thinking about how much I don't like the mini-games. The tournament is problematic for reasons we don't need to rehash here and the training is essentially a re-skinned frog pond from the spring event - yeah it's a classic, but do we really need two of these year after year?
That got me thinking about a way Inno could improve these games, make the events more relevant to the everyday FoE experience, and better utilize existing resources. I am pretty sure my idea would get DNSL'ed but I am curious what people think anyway. Basically I would like to see event games that challenge us with tasks more in line with everyday game play. I had two things in mind.
1. Challenges where we are presented with a blank grid and several buildings from our current era. The goal is using only the space and structures provided to hit certain numbers of happiness/population/productivity/etc with event currency paid out based how well these can be maximized. It would encourage players to think strategically about their setup and give some buildings that might get overlooked (especially in the later ages) a place to shine.
2. An event long settlement that we actually have to build with cumulative achievements required to progress. No tearing everything down and rebuilding for the next quest, you need to progress it along to a complete, theoretically functional village that can perhaps even have buildings to produce event currency (with a trade off in game play of course). Something like making Santa's Village, a Pirate Outpost, and so on in the front half of the event and then using it to complete the dailies in the back half.
And that's my crazy idea for the day.
That got me thinking about a way Inno could improve these games, make the events more relevant to the everyday FoE experience, and better utilize existing resources. I am pretty sure my idea would get DNSL'ed but I am curious what people think anyway. Basically I would like to see event games that challenge us with tasks more in line with everyday game play. I had two things in mind.
1. Challenges where we are presented with a blank grid and several buildings from our current era. The goal is using only the space and structures provided to hit certain numbers of happiness/population/productivity/etc with event currency paid out based how well these can be maximized. It would encourage players to think strategically about their setup and give some buildings that might get overlooked (especially in the later ages) a place to shine.
2. An event long settlement that we actually have to build with cumulative achievements required to progress. No tearing everything down and rebuilding for the next quest, you need to progress it along to a complete, theoretically functional village that can perhaps even have buildings to produce event currency (with a trade off in game play of course). Something like making Santa's Village, a Pirate Outpost, and so on in the front half of the event and then using it to complete the dailies in the back half.
And that's my crazy idea for the day.