DeletedUser34111
Idea:
Booby Traps:
The idea is that city owners can find an/or purchase upgradeable booby traps that they can place on buildings. The presence of these booby traps would be completely hidden from the view of everyone except the building owner. These booby traps will start with a 10% chance of going off and will be upgradeable/levelable up to a 100% chance of going off by the owner. The traps and upgrades should be inexpensive and easily available. When a player attacks another player’s city and tries to plunder a building that has a booby trap the traps percent determines if the trap goes off. If the trap fails, the plunderer gets to steal the goods. If the trap goes off the plunderer looses 200% of what he/she was attempting to steal and their attacking army is wiped out.
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
There was a similar idea moved to the unformatted ideas. I am attempting to properly format my idea as well as expand on the idea to improve it.
Reasons:
There are several reasons:
1. Since this is somewhat of a historical game it would not be uncommon for a conquered country, province, city, town, or village to leave behind booby traps as they fled just before the city fell. The conquerors would be aware that this was a possibility, but not aware of the exact location of these traps. This would enhance the game by bringing that same mystery to this game.
2. As the game stands now, it is heavily skewed in favor of the attacker/plunderer and the defender is left with very little recourse. City shields are prohibitively expensive, especially for new/low-era players and the effectiveness of defense bonuses is not very apparent. Standard cliché responses like “collect on time” or “fight back” or “level your GBs” are really not helpful and not everyone has the luxury of being able to live their lives according to a schedule set by a video game.
3. This will level the playing field when it comes to attacking/plundering.
4. This will also cause anyone who wants to attack/plunder to take a moment and consider whether it is worth the risk.
5. This will add a unique dimension to the game that mimics real life conquering of a city
Explain why you think this is either a necessary or enhancing addition to the game.
It is necessary to the game because at present there is no recourse for those being plundered. Generally, they are plundered because their preferred game play style is different from those who seem to derive some kind of enjoyment out of stealing from others.
While a plunderer may say what is 5 FPs, that same player may have been plundered 10 times for a total of 50 FPs or they may be early enough in the game that they only produce 20 FPs a day and people steal 10 of them, how are they to make any progress if everything they have is being stolen?
Details:
Base level booby traps can be found in incidents, given as quest rewards, given as event rewards, purchased with FPs or even built by a new goods or military building introduced during Iron age when attacking/plundering is introduced to the game.
The basics of how it would work is that the city owner acquires booby traps with a base-level probability going off of 10%. The city owner attaches the traps to any building they like kind of like a building upgrade kit is used now.
Each new booby trap is obtained as a selection kit where the person using it can either choose to get a new level 1 booby trap (10% probability of detonating) or can upgrade an existing booby trap (each upgrade adds another 10% probability of detonating to the traps probability of going off) to a maximum of a 100% chance of detenaantion.
The booby traps and their level of probability would be completely invisible to everyone except the city owner
If an attacker defeats the city defenders, they are presented with the option to plunder
If they choose to try and plunder a building protected by a trap the traps current probability score is run.
If the trap fails, the plunderer gets to steal the items they are after
If the trap is tripped, the plunderer’s entire attacking army is killed and they lose 200% of what they were trying to steal. For example. They try to plunder a Terrace Farm for 5 FPs, the trap is triggered. The plunderer’s attacking army is wiped out and they are penalized 200% (10 FPs in this example) for detonating the trap.
The trap automatically resets in case a different player attempts to plunder that same building
If a plunderer does not have sufficient FPs, specific goods, or supplies in their inventory to cover their loss when a trap detonates the game will run a negative total.
Before FPs, specific goods, or supplies can be added to their respective counters to create a positive balance any negatives will have to be reconciled by the player earning more of that item.
In the event that the negative is in FPs, the player may at their choice opt to reconcile the negative from a balance of FPs they have in their inventory, collecting their city, or waiting for the 1 FP/hour timer to reconcile the negative.
Visual Aids:
I do not have any visual aids, but I think the idea is pretty clear without them
Balance:
This will positively impact game play for those that suffer at the hands of plunderers and will bring much needed balance to the game. No longer will plunderers be able to take advantage of other players without potential cost to themselves.
Abuse Prevention:
The only possible exploit for abuse is if a city owner takes the time and effort to booby trap every plunderable building to 100%. This would effectively negate his ability to be plundered. However, the number of buildings and the level at which the city owner traps them at is controlled by the city owners’ own tolerance for dealing with plunderers. Some may trap every building to 100% and if that happens plunderers will learn not to try and steal from that city. More than likely though city owners will not trap every building to 100% and instead will only trap buildings that they specifically want to protect and even then may only trap them at a probability of less than 100%
Summary:
Undoubtedly, those who really enjoy plundering will object to this as it will bring the game into balance and could cost them instead of rewarding them with nearly free rewards. However, this would be a benefit to far more people than it would upset. Some questions that may still need to be answered would include:
Can the coding for this be done similar to bolt-on code that is used now to upgrade building?
Booby Traps:
The idea is that city owners can find an/or purchase upgradeable booby traps that they can place on buildings. The presence of these booby traps would be completely hidden from the view of everyone except the building owner. These booby traps will start with a 10% chance of going off and will be upgradeable/levelable up to a 100% chance of going off by the owner. The traps and upgrades should be inexpensive and easily available. When a player attacks another player’s city and tries to plunder a building that has a booby trap the traps percent determines if the trap goes off. If the trap fails, the plunderer gets to steal the goods. If the trap goes off the plunderer looses 200% of what he/she was attempting to steal and their attacking army is wiped out.
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
There was a similar idea moved to the unformatted ideas. I am attempting to properly format my idea as well as expand on the idea to improve it.
Reasons:
There are several reasons:
1. Since this is somewhat of a historical game it would not be uncommon for a conquered country, province, city, town, or village to leave behind booby traps as they fled just before the city fell. The conquerors would be aware that this was a possibility, but not aware of the exact location of these traps. This would enhance the game by bringing that same mystery to this game.
2. As the game stands now, it is heavily skewed in favor of the attacker/plunderer and the defender is left with very little recourse. City shields are prohibitively expensive, especially for new/low-era players and the effectiveness of defense bonuses is not very apparent. Standard cliché responses like “collect on time” or “fight back” or “level your GBs” are really not helpful and not everyone has the luxury of being able to live their lives according to a schedule set by a video game.
3. This will level the playing field when it comes to attacking/plundering.
4. This will also cause anyone who wants to attack/plunder to take a moment and consider whether it is worth the risk.
5. This will add a unique dimension to the game that mimics real life conquering of a city
Explain why you think this is either a necessary or enhancing addition to the game.
It is necessary to the game because at present there is no recourse for those being plundered. Generally, they are plundered because their preferred game play style is different from those who seem to derive some kind of enjoyment out of stealing from others.
While a plunderer may say what is 5 FPs, that same player may have been plundered 10 times for a total of 50 FPs or they may be early enough in the game that they only produce 20 FPs a day and people steal 10 of them, how are they to make any progress if everything they have is being stolen?
Details:
Base level booby traps can be found in incidents, given as quest rewards, given as event rewards, purchased with FPs or even built by a new goods or military building introduced during Iron age when attacking/plundering is introduced to the game.
The basics of how it would work is that the city owner acquires booby traps with a base-level probability going off of 10%. The city owner attaches the traps to any building they like kind of like a building upgrade kit is used now.
Each new booby trap is obtained as a selection kit where the person using it can either choose to get a new level 1 booby trap (10% probability of detonating) or can upgrade an existing booby trap (each upgrade adds another 10% probability of detonating to the traps probability of going off) to a maximum of a 100% chance of detenaantion.
The booby traps and their level of probability would be completely invisible to everyone except the city owner
If an attacker defeats the city defenders, they are presented with the option to plunder
If they choose to try and plunder a building protected by a trap the traps current probability score is run.
If the trap fails, the plunderer gets to steal the items they are after
If the trap is tripped, the plunderer’s entire attacking army is killed and they lose 200% of what they were trying to steal. For example. They try to plunder a Terrace Farm for 5 FPs, the trap is triggered. The plunderer’s attacking army is wiped out and they are penalized 200% (10 FPs in this example) for detonating the trap.
The trap automatically resets in case a different player attempts to plunder that same building
If a plunderer does not have sufficient FPs, specific goods, or supplies in their inventory to cover their loss when a trap detonates the game will run a negative total.
Before FPs, specific goods, or supplies can be added to their respective counters to create a positive balance any negatives will have to be reconciled by the player earning more of that item.
In the event that the negative is in FPs, the player may at their choice opt to reconcile the negative from a balance of FPs they have in their inventory, collecting their city, or waiting for the 1 FP/hour timer to reconcile the negative.
Visual Aids:
I do not have any visual aids, but I think the idea is pretty clear without them
Balance:
This will positively impact game play for those that suffer at the hands of plunderers and will bring much needed balance to the game. No longer will plunderers be able to take advantage of other players without potential cost to themselves.
Abuse Prevention:
The only possible exploit for abuse is if a city owner takes the time and effort to booby trap every plunderable building to 100%. This would effectively negate his ability to be plundered. However, the number of buildings and the level at which the city owner traps them at is controlled by the city owners’ own tolerance for dealing with plunderers. Some may trap every building to 100% and if that happens plunderers will learn not to try and steal from that city. More than likely though city owners will not trap every building to 100% and instead will only trap buildings that they specifically want to protect and even then may only trap them at a probability of less than 100%
Summary:
Undoubtedly, those who really enjoy plundering will object to this as it will bring the game into balance and could cost them instead of rewarding them with nearly free rewards. However, this would be a benefit to far more people than it would upset. Some questions that may still need to be answered would include:
Can the coding for this be done similar to bolt-on code that is used now to upgrade building?