A game-elevating addition to the game could be a tech tree feature, which is a well proven games-concept.
Instead of having a flat "tech" upgrade coefficient, make a Tech Tree that has a few paths of tech.
Benefits
Replaces the currently dull feature of tech coefficient on ALL 4 stats (and even economic upgrades)
Adds another level of depth to the strategic part of the game
Rather than a boost on all 4 stats, you'll have to choose. This fulfills the wish of many people whishing to see a secondary bonus for races
Makes accounts more unique
Gives players more goals to work towards, which makes the game more fun
Points of care
Make sure there are enough branches in the tree to avoid people choosing just one tree in full depth
Example for bankers: make some gold generating upgrades in one branch, but DA bonus in another branch
Make sure the tech choices for big mains aren't too easy so it just becomes a flat boost to their size/strength
Careful that the tech tree doesn't become "everyone do this, which is best" kinda thing where it's already planned out before an age starts (like econ is now calculated before the age even starts)
Implementation
Either on the Training page, or a new Technology page add a vertical tech tree where all upgrades are already visible.
Getting one upgrade enables the next one. All costing an increasing amount of experience.
It's important players know all options down the line of a branch. Could be done within the current look of the game without much hustle.
Ideas for tech upgrades
Incorporate growing gold bonusses to replace econ upgrades
Upgrades for individual stat coefficients
Upgrade for stealing ratio benefit (normal random = 70-100%, increasing the 70%)
Upgrade for stolen reatio benefit (same as above, but lowering the 70 when you get attacked)
Selling weapons repay amount (increase the 70/80% amounts slightly, or start lower at begin of age)
Increase officer bonus amount
Enabling the Safe, though I wouldn't be a fan
Increase Safe percentage per turn (increasing from 10%)
Increase turn generation
Increase recon/sabotage probability
Increase sabotage in yourself interception probability
Hard to balance, but a very very great idea. Accounts need ways to be way more unique and this would go a long way to achieving that. Needs a LOT of thought on how to balance it.
If this ever gets green lit it would be a good idea to have a brainstorming thread for different ideas on tech paths.
There are other ways to go about it if you wanted to. i.e. 5+ pre-determined tech trees, you lock in which tree you want with your first tech, but each tech tree has different paths to choose from still. Or you can keep it more open.
This is the kind of thing the game really needs to improve rather than just shifting numbers around - I wonder if it's possible to implement with the current code and current time limitations of developers though.
another option depending on where you want to go with it would be not all weapons being unlocked from the beginning, but you can unlock more cost-efficient weapons i.e. chariots, dragonskins etc.
maybe upgrading the clicker for more clicks available, or more morale per click. lowering repair damage, upgrading the max amount you can lose in a day from sabs, upgrading the number of times you can sab someone....lots of options really depending where you want to go with it.
I don't really know if the game code allows for this.Maybe koc has to be a new game for new players and better success.
About your idea, in the current form of the game, i do not like to much specialization.Last eras rogue players were a big problem and really nothing to do about them.Slayers are still a problem.We have 4 stats in the game, but unless you war, only SA and spy matters.Is not normal for a game to require to be on 24/24 not to be robbed.But again, old game, we can suggest allot, but devs don't even tell us what can or cannot be done.
brandonito wrote: ↑5 years ago
Hard to balance, but a very very great idea. Accounts need ways to be way more unique and this would go a long way to achieving that. Needs a LOT of thought on how to balance it.
If this ever gets green lit it would be a good idea to have a brainstorming thread for different ideas on tech paths.
There are other ways to go about it if you wanted to. i.e. 5+ pre-determined tech trees, you lock in which tree you want with your first tech, but each tech tree has different paths to choose from still. Or you can keep it more open.
This is the kind of thing the game really needs to improve rather than just shifting numbers around - I wonder if it's possible to implement with the current code and current time limitations of developers though.
another option depending on where you want to go with it would be not all weapons being unlocked from the beginning, but you can unlock more cost-efficient weapons i.e. chariots, dragonskins etc.
maybe upgrading the clicker for more clicks available, or more morale per click. lowering repair damage, upgrading the max amount you can lose in a day from sabs, upgrading the number of times you can sab someone....lots of options really depending where you want to go with it.
Hard to balance, but isn't that way speed rounds are for?
If this does become a thing it would be nice to be able to see each of the trees before the age starts so people can plan their accounts